spheremap and cubemap
Blitz3D Forums/Blitz3D Programming/spheremap and cubemap
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I don't think I understand cubemap texture well enough to get it to work. I made a model which I then exported as a 3ds. I also opened milkshape and threw it to b3d and x as well since I have a small problem with jaggy looking reflection surfaces on the flat parts. OK so I load the mesh. I load the texture with speremap looks OK but the jaggys are killing me!!! I try to load the texture as cubemap and I get TEXTURE DOES NOT EXIST Whats going on??? -Rook |
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Have you checked examples? |
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Yep... I still don't really get it. There is a lot of numbers after the cubewater example but very little is explained. -RZ Oh the jaggy problem was me... I wasn't saving flat planes as FLAT... Rhino 3d can be tricky!!! |
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A cubemap texture is basically one long texture. The texture is dividing up into the six sides of a cube. This is then applyed to the model and blitz does the rest. Unless you want to dynamically update it that is. ------------------- | | | | | | | ------------------- Also, make sure the texture is in the correct directory. |
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- make sure that mesh u want to apply the texture on should be in high-poly (or at least fair enough to 'hold' the texture) - make sure that the size of cubemap camera (power of 2) should be less that MainCamera (game camera). * lets say u set the graphics with graphics3d 640,320,0,1 - cubemap should be in 256x256, coz 320 can't hold 512 * if 800,600 - 512x512 * 1024,768 - 512x512 * 1280,1024 - 1024x1024 is this make any sense for u guys? |
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F1 - Cubemap check out the code example and play around with it's "updatecubemap" function etc till you understand how it really works :) |