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[snip]
>Getting the uv data to map on to the figures is very hard. I've played with
>both rotation( have you tried that Cliff, Both Giles and I found that it was
>necessary to turn the uv map upside down!) and scaling with little success.
>
[snip]
I think I'm probably going to have to switch to the "mesh" syntax
(instead of mesh2). I've tried the following 2 examples, which I think
should look identical - but they don't. They're wildly different here
(with regard to uv mapping):
mesh2
{
vertex_vectors
{
4,
<-0.5,-0.5,-0.5>,
<-0.5,0.5,-0.5>,
<0.5,0.5,-0.5>,
<0.5,-0.5,-0.5>
}
uv_vectors
{
4,
<0,0>,<0,1>,<1,1>,<1,0>
}
texture_list
{
1,
texture { OBJuvPOV_Texture },
}
face_indices
{
2,
<0, 1, 2>, 0,
<0, 2, 3>, 0
}
}
Doesn't appear the same as:
mesh {
smooth_triangle {
<-0.5, -0.5, -0.5> <0,0,1> // Normals just faked
<-0.5, 0.5, -0.5> <0,0,1> // Normals just faked
<0.5, 0.5, -0.5> <0,0,1> // Normals just faked
uv_vectors
<0,0>, <0,1>, <1,1>
}
smooth_triangle {
<-0.5, -0.5, -0.5> <0,0,1> // Normals just faked
<0.5, 0.5, -0.5> <0,0,1> // Normals just faked
<0.5, -0.5, -0.5> <0,0,1> // Normals just faked
uv_vectors
<0,0>, <1,1>, <1,0>
}
uv_mapping
texture { OBJuvPOV_Texture }
}
What's more - the second example renders differently in uvPov (alpha
5) than it does in SuperPatch POV. No - really, it does. It renders
*exactly* as I'd hoped they both would...
Methinks if nothing else I've spotted a problem with SuperPatch
POV...?
Cheers,
Cliff Bowman
Why not pay my 3D Dr Who site a visit at http://www.who3d.cwc.net/
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