Normalising UV Maps
Blitz3D Forums/Blitz3D Programming/Normalising UV Maps
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Any thoughts on a good way to normalise UV maps. i.e. Say you have UVs which are less than 0 and more than 1 in certain places, making sure they all fit in a 0..1 texture area! I have tried a few ways, but it's hard to tell when something is just over the edge of a UV boundry by accident, or if it is an attempt to tile the texture! |
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What kind of accident could this be? |
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Assuming this is for Tattoo, why not just ask when the model is loaded? |
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Well, sometimes in Lightwave when you do a UV map, one edge will be poking out of the texture space. I've been caught out by this on a couple of occasions. I could ask when loading, but I already ask about missing textures (although you can turn this off now if you like) and it could well be both (some UVs are tiled while others are just misaligned). The workaround I'm using at the moment is: Function Range#(JIM#) If jim<0 And Abs(jim)<0.1 Then Return 0 ; if just a little over If jim>1 And Abs(jim)<1.1 Then Return 1 If jim<0 Then jim = (1+jim) ; Untile it If jim>1 Then jim = jim - Floor(jim) ; Untile it Return jim# End Function Which assumes that accidents will be little. It works quite well so far. |
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Lee, good luck with Tattoo, I'll probably buy it on my next spending spree! Are updates free? Re your problem, I don't have a solution but, if you haven't already, maybe you would like to consider a "project settings" file? This would allow you to prompt the user once only where needed and/or have a customisable "default settings". Just a thought. |
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Hi dmoc, Yup updates are free for all Tattoo 1.x versions. Project settings are a neat idea, but often your work will follow a set pattern anyhow, so might not be as useful as the global settings. I'll have to see how that goes really. :) |