[Fluxus] texture problems

Scott alcoholiday at gmail.com
Tue Apr 7 07:24:32 PDT 2009


When I build a quad this way, and then move the camera back a little, it
looks correct. You'll notice that the x,y coordinates are the same as the
s,t coordinates and they're all 1st quadrant.

  (let ([quad (build-polygons 4 'quad-list)])
    (with-primitive quad
        (begin
          ;; assumes s,t coordinates are 1rst quadrant
          (pdata-set! "p" 3 (vector 0 0 0))
          (pdata-set! "t" 3 (vector 0 0 0))
          (pdata-set! "p" 2 (vector 0 1 0))
          (pdata-set! "t" 2 (vector 0 1 0))
          (pdata-set! "p" 1 (vector 1 1 0))
          (pdata-set! "t" 1 (vector 1 1 0))
          (pdata-set! "p" 0 (vector 1 0 0))
          (pdata-set! "t" 0 (vector 1 0 0))
          )))

That is, the texture looks the same in fluxus as in a "browser".

On Tue, Apr 7, 2009 at 7:16 AM, Dave Griffiths <dave at pawfal.org> wrote:
> On Tue, 2009-04-07 at 16:03 +0200, gabor papp wrote:
>> i'm still thinking about the texture coordinates.
>>
>> my expectations for this:
>> - a texture loaded to a plane should show up in the original orientation
>> of the texture. so, if i load a texture with text, the text should be
>> readable
>
> ...
>
>> the texture is flipped in x:
>> http://www.flickr.com/photos/gaborpapp/3421353866/
>
> This is fixed here - a least, I can make a texture with text and it's
> the right way round on a plane with the default camera position. This is
> strange... Could you send me the texture?
>
> cheers,
>
> dave
>
>
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