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RabidHaMsTeR.Org • View topic - GL texture mapping for 3ds models
Page 1 of 1

GL texture mapping for 3ds models

PostPosted: Fri Apr 28, 2006 1:00 am
by andff

PostPosted: Mon Jul 17, 2006 8:55 am
by rabidhamster
Yep. you can set different map modes. I think different blend modes are supported too, but can't remember offhand. You can set different textures with glBindTexture too - if i recall the number you give it refers to the Nth 'input' in the GL definition.

PostPosted: Mon Jul 17, 2006 10:30 am
by andff
high!
yes, it is possible to select different textures and blend modes for different meshes loaded with same gl module, but i can't understand how to change texture mapping. for example, simple model of a tv-set - it's body can have texture applied to it as sphere map (good for metallic surfaces), but screen needs to be objectlinear or eyelinear if i want to put some video here.. i've sorted out different combinations, but can't catch the idea.. please, if you'll find free minute to recall in memory how to do this, it will be great!! :) thank you very much!

PostPosted: Mon Jul 17, 2006 10:56 am
by rabidhamster
I think texture coordinates can be inside the 3DS file. in that case you need to glDisable(GL_TEX_GEN_S) and glDisable(GL_TEX_GEN_T) when you go to render the screen, and then just make sure that the screen has the correct coordinates.

Thats definitely the best way... Object linear could be an issue as you're almost certainly going to be moving the object around.

PostPosted: Mon Jul 17, 2006 11:10 am
by andff
thank you, i'll check it up as soon as possible!

PostPosted: Mon Aug 21, 2006 11:40 pm
by andff

PostPosted: Tue Aug 22, 2006 8:00 am
by rabidhamster

PostPosted: Tue Aug 22, 2006 10:12 am
by andff

PostPosted: Tue Aug 22, 2006 10:18 am
by rabidhamster

PostPosted: Tue Aug 22, 2006 10:21 am
by andff