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I was wondering if there is a way to overwrite the texture property of a
mesh without changing that mesh.
I have a mesh of triangles where each vertex has its own specific color
value, as defined in a texture_list (similar to a color table). Without
changing that, I'm looking to apply a different texture to the mesh. Can
this be accomplished while declaring a union with it's texture declaration?
Is there a way to override these hardcoded values within the mesh or do
those texture definitions take precedence?
~Swatch
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Swatch <nomail@nomail> wrote:
> I was wondering if there is a way to overwrite the texture property of a
> mesh without changing that mesh.
Currently no.
> Is there a way to override these hardcoded values within the mesh or do
> those texture definitions take precedence?
Not directly, but if you are willing to code a bit of SDL, you could
convert the mesh to another format readable using SDL.
The current mesh compressor (http://www.geocities.com/ccolefax/pcm.html)
doesn't support mesh2 nor per-triangle/per-vertex textures, but a newer
beta of the program does: http://warp.povusers.org/WinMeshcomp30_beta3.zip
(There are no macros to read the new formats so you'll have to code them
yourself. It's not hard, though.)
--
- Warp
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