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|  |  | I know where to put the uv vectors, but where do I put the filename? I can't
find anything in the docs and have not been able to guess properly.
 -Shay
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|  |  | Shay <sah### [at] simcoparts com> wrote in message news:3cb6fa54@news.povray.org...
> have not been able to guess properly.
That doesn't make any damn sense.
 "have not been able to guess *correctly*"
 -Shay Post a reply to this message
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|  |  | On Fri, 12 Apr 2002 10:17:48 -0500, "Shay" <sah### [at] simcoparts com> wrote:
> I know where to put the uv vectors, but where do I put the filename?
Filename of what ? Image ? Just create pigment as usually.
ABX Post a reply to this message
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news:7nudbugvvd101t1q1u4n8d9kjt9ipfur36@4ax.com...
>
> Filename of what ? Image ? Just create pigment as usually.
>
Thank you.
I can't try it right now, but do you mean like this:
#mesh2 {
 vertex_vectors {}
 uv_vectors {}
 face_indices {}
 pigment {
  image_map {png "map.png"}
 } // end pigment
}// end #mesh2
I'm sure I tried that, but I might have made a mistake or missed something
when I did.
 -Shay
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|  |  | Look for texture_list in your mesh2, if not, then add it like this:
mesh2 {
   vertex_vectors{......}
   normal_vectors{......}
   texture_list
      {  1,  texture { pigment { image_map{"foo.bmp" }}} }
   face_indices{.........}
   normal_indices{......}
   uv_mapping
}
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|  |  | 
|  |  | > I can't try it right now, but do you mean like this:
>
> #mesh2 {
>  vertex_vectors {}
>  uv_vectors {}
>  face_indices {}
>  pigment {
>   image_map {png "map.png"}
>  } // end pigment
> }// end #mesh2
Yes, this should work.. The uv vectors become just a part of the mesh data,
but does not need a texture immediately. Textures are applied afterwards,
like any other object.
Regards,
Hugo
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