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Thread: Texturing

  1. #1
    Member Contributor
    Join Date
    Feb 2002
    Wiesbaden, Germany



    what I want to do is to calculate some deviations on a surface and then index them with colors. Is there a possibility to map this color information to a texture, so the computation has to be done only once for each model. The models are pretty big (150.000 - 250.000 verts, calculated in 5x5-matrices)so it takes a certain amount of time after loading the model. I'm looking for a solution for a pretty long time but there is nothing I could use on the web. The other problem is due to the way the data is arranged I always have only the upper point list and the next point list, meaning I can draw the model only in strips. You might imagine this looks crappy when the colors are interpolated.



  2. #2
    Member Newbie
    Join Date
    Oct 2002
    Rijeka, Croatia

    Re: Texturing

    You can write directly to a texture by
    calculating the u, v coordinates interpolating max_u and max_v in 0.0 to 1.0
    numeric space. The question is how to
    calculate the interpolation information?
    Pretty difficult if your surface is not
    Anyway, having the u and v coordinates, you can write directly in texture space with
    address of given pixel being the following:

    addr= u * max_u + v; where u=y, and v=x

    The only thing is that you would have to
    do this PRIOR to assigning a raw texture to
    OpenGL renderer.

    Hope this helps.

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