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26. May 2012, 04:46:37 pm
Xith3D CommunityGeneral CategorySupport (Moderator: Marvin Fröhlich)quation on texture coordinates
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hawkwind
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« on: 10. February 2011, 11:37:41 pm »

All

   I am writing a Blender to Xith3d exporter.  I have access to vertex, vertex indexex, tex coord, tex coor indexex.  I am looking for the best way to create IndexTriangle or IndexedQuad shapes.   In addition I don not see any way to use texture indexes in xith3d.  My current attemts blow up in some nio buffer when I set the texture coords.  ANy thoughts appreciated. 

I want to do explict texture coord hadnling and not have them generated so I can support multiple textures per face for shapes.
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Marvin Fröhlich
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« Reply #1 on: 11. February 2011, 10:18:12 am »

What exeactly are you missing? The explicit access to a texture unit's texture coordinates? Or to the textures?
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hawkwind
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« Reply #2 on: 11. February 2011, 12:59:32 pm »

Well with an exported cube, for example, I have access to 8 point, 24 indexes to these points (4 per face), 4 texture coords, 24 texture indexes to the tex coords (4 per face).  I am able to create an IndexedQuadArray or IndexedTriangleArray and generate a shape3d.  I can display these as solid or wireframe.   Whenever I try to set the texture coords I seem to die with some buffer overflow.   I am speculating that since I have 24 point3f values, I need 24 tex coords also.  So I wondered if there were a way to pass in texture coord index (24) the same way I pass in vertex indexes (24)
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hawkwind
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« Reply #3 on: 11. February 2011, 01:14:14 pm »

Question, do I need to explicitly use flags like Geometry.TEXTURE_COORDINATES or are they inferred by calling texture coordinate functions
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Marvin Fröhlich
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« Reply #4 on: 11. February 2011, 05:22:10 pm »

or are they inferred by calling texture coordinate functions

yes
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