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Re: Cubemap normalization [Re: Alexander Esslinger] #83752
08/06/06 22:18
08/06/06 22:18
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline OP
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Excessus  Offline OP
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Joined: Jan 2004
Posts: 2,013
The Netherlands
Oh, what is wrong with it then? Do you happen to have a working one?

I did some calculations and the vectors in the file do seem to be normalized. As I sayd I'm not sure about the order of sides.

Re: Cubemap normalization [Re: Excessus] #83753
08/06/06 23:09
08/06/06 23:09
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
Alexander, I dont think its wrong.. it look like the same one i used before..


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Re: Cubemap normalization [Re: Matt_Aufderheide] #83754
08/07/06 11:43
08/07/06 11:43
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
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Alexander Esslinger  Offline
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Joined: Oct 2000
Posts: 1,543
Germany
Like this: http://www.cescg.org/CESCG-2002/GSchroecker/img33.png

The order should be -x, +z, +x, -z, -y, +y - with the orientation shown in this picture.

To test your cubemap, just place a sky-box in your level and assign it - it's as easy as that to check if it alligns correctly.

Re: Cubemap normalization [Re: Alexander Esslinger] #83755
08/07/06 12:16
08/07/06 12:16
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
If it really works like a sky box then it must be right, behind, left, front, down and up. At least this is the order when I create sky cubes for Gamestudio.


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