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On Sat, 07 Aug 1999 21:20:55 -0400, John VanSickle
<van### [at] erols com> wrote:
>This first bug is the failure of individually-textured triangles
>to texture properly when the mesh that they are a part of is
>transformed. Quite simply, the texture is *not* transformed along
>with the mesh.
This is a scary side-effect of the fact that the same instance of
the texture is shared by all triangles it is referenced in.
Unfortunately, the transformation that is to be applied to a
texture is a part of the texture itself, so you clearly couldn't
just transform such textures at parse time. They need to be
transformed at render time, which is not exactly a walk in the
park given how things are put together. It can be done, though.
>The other bug causes a crash when all of the following are true:
>
>1. A mesh has triangles with individually-assigned textures.
>2. Those textures use a pattern in their pigment.
>3. No color_map is specified for the pigment.
This is another case of Post_Texture not getting called. Post_Pigment
is responsible for setting a default color_map when one hasn't been
applied, but it isn't called for mesh textures. I haven't
investigated the ramifications of calling it twice for the same
instance of a texture. If that is safe, then the fix would be
trivial. If not, it would be straightforward to make textures carry a
flag stating whether they had been already posted.
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