nochmal 2.UV-Map

Posted By: Wicht

nochmal 2.UV-Map - 04/16/07 18:11

Tagchen Herr Lotter ...

Darf man denn mit der 2.UV-Map für MDL's noch für A6 rechnen, oder wird dieses nur der A7 vorbehalten sein?
Posted By: HeelX

Re: nochmal 2.UV-Map - 04/16/07 18:15

Look at the beta page

ent_setmesh can be used to change the mesh of an entity, f.i. for adding lightmapping data.

- its A7 only
Posted By: ventilator

Re: nochmal 2.UV-Map - 04/16/07 18:19

i think this just means that accessing level geometry (using NULL instead of an entity pointer) will be for a7 only.

i also hope ent_setmesh() will be in the last a6 version. my plugin for loading light map uvs is almost done. i am just waiting for ent_setmesh().

...and this would be nice.
Posted By: jcl

Re: nochmal 2.UV-Map - 04/17/07 12:49

ent_setmesh is an A6 function.

Calculating the UV position of a hit point makes a lot of sense, and needs to be anyway to be available for the decal system. It's nontrivial, though (although there are DX functions for this), and I'm not sure in this case if this will make it still in A6.
Posted By: ventilator

Re: nochmal 2.UV-Map - 04/17/07 12:57

Quote:

ent_setmesh is an A6 function.


great!

Quote:

Calculating the UV position of a hit point makes a lot of sense, and needs to be anyway to be available for the decal system. It's nontrivial, though (although there are DX functions for this), and I'm not sure in this case if this will make it still in A6.


i thought this just is a matter of barycentric coordinates and you already do this calculation somewhere? or how do you get tex_light?
Posted By: jcl

Re: nochmal 2.UV-Map - 04/17/07 13:04

Exactly, it's a matter of barycentric coordinates; unfortunately some required data for this - like the hit triangle - is not available within the trace scope. So we need to modify the internal data structure first, that's why it's non-trivial and must wait until the decal system implementation. But it's doable, of course.
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