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Gordon wrote in message <36ffa449.0@news.povray.org>...
>Thanks Ken, but I am not using unions of traingles, but a mesh object. Can
>you recast your answer to use meshes? Please don't take this the wrong way,
>but I do know about the world origin principle. The fact that the triangles
>don't touch isn't relevant. What I am doing is creating a complete mesh
>object, each of which has a texture assigned to it. Then I want to use LOTS
>of copies of that object. I would assume that like any other object type,
if
>I make copies and rotate them the texture goes along.
<snip>
I agree that the mesh object textures do behaving strangely if they are
declared individually per triangle (I tested it myself). However, as the
POV docs themselves say, it wastes memory to include individual textures per
triangle in meshes, and perhaps other problems as has been seen.
In light of this, though I agree the help file is misleading, perhaps it's
safe to say this:
If you want to individually texture triangles, declare them all in a union
instead. This should only be a case of changing the word "mesh" to "union"
:)
However, if you want to take advantage of the memory reducing properties of
a mesh, make sure you only give it just one, overall texture (which works
fine) - otherwise the memory advantage (which seems to be the ~only~
advantage) is lost. The example file "chesmsh.pov" (and "chess.inc") only
declare global textures to the mesh objects, which seems to be the correct
way.
Hope this clears things up a bit - should someone post a reply to this
problem posted to the bug report newsgroup with an update?..
Matt
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This is a bug. However, it is fixed in version 3.1d. Prior to that, the
individual textures in a mesh were not transformed with the object.
-Nathan Kopp
Gordon wrote:
>
> Hi All,
>
> Something funny happened in POV the other day!
>
> I defined a mesh with textures applied to the individual triangles. Then I
> made several copies of that mesh, rotated and translated differently. The
> strange thing is, the texture is not in the same place on the copies. What
> gives?
>
> In every other case I know, if you copy an object and move it, the texture
> goes with the object, you have to translate/scale/rotate the texture
> independently to do anything else.
>
> Has anyone else seen this? If so, can someone explain what is happening, and
> maybe exactly what the effect on the texture is when an object is
> moved/scaled/rotated.
>
> Thanks
> Gordon
> <gbe### [at] birdcameroncomau>
>
> PS I am putting textures on the blades of grass in my Grass Macro update.
> The textures now follow the blades, so you can have striped blades, etc.
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HOORAY!!!!!!!
Thanks Nathan, I thought it was a bug. Thanks to all others that replied.
Using a union isn't really an option because making millions of copies is
exactly what I want to do. Applying a texture to the whole mesh also doesn't
work as I am putting textures on blades of grass so that the texture follows
the blade (striped grass, etc).
Thanks Again, now I'll just have to get 3.1d.
Gordon
Nathan Kopp wrote in message <36FFDBD7.30A2CCF5@Kopp.com>...
>This is a bug. However, it is fixed in version 3.1d. Prior to that, the
>individual textures in a mesh were not transformed with the object.
>
>-Nathan Kopp
>
>Gordon wrote:
>>
>> Hi All,
>>
>> Something funny happened in POV the other day!
>>
>> I defined a mesh with textures applied to the individual triangles. Then
I
>> made several copies of that mesh, rotated and translated differently. The
>> strange thing is, the texture is not in the same place on the copies.
What
>> gives?
>>
>> In every other case I know, if you copy an object and move it, the
texture
>> goes with the object, you have to translate/scale/rotate the texture
>> independently to do anything else.
>>
>> Has anyone else seen this? If so, can someone explain what is happening,
and
>> maybe exactly what the effect on the texture is when an object is
>> moved/scaled/rotated.
>>
>> Thanks
>> Gordon
>> <gbe### [at] birdcameroncomau>
>>
>> PS I am putting textures on the blades of grass in my Grass Macro update.
>> The textures now follow the blades, so you can have striped blades, etc.
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