POV-Ray : Newsgroups : povray.newusers : Precedence of declared textures... Server Time
25 Nov 2024 01:22:09 EST (-0500)
  Precedence of declared textures... (Message 1 to 2 of 2)  
From: Swatch
Subject: Precedence of declared textures...
Date: 3 Feb 2007 21:00:00
Message: <web.45c53da07b4a7e57c5a209f0@news.povray.org>
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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From: Warp
Subject: Re: Precedence of declared textures...
Date: 4 Feb 2007 03:48:21
Message: <45c59dd5@news.povray.org>
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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