UV Clamp problem

Blitz3D Forums/Blitz3D Programming/UV Clamp problem

FlagDKT(Posted 2009) [#1]
TextureFilter mytexture,48 does nothing.
Infact if I set uvcoords with Positiontexture to 3,3 I still see the texture on the model.

Is UV Clamp really working?

p.s.I'm using second UV channel.


Stevie G(Posted 2009) [#2]
Did you specify that the texture was to use the second set of coords, it's always the first by default?

i.e. TextureCoords MyTexture, 1


FlagDKT(Posted 2009) [#3]
Yes....Uvclamp has no effect, therefore it is always off.


BIG BUG(Posted 2009) [#4]
It is called UV-Clamp not PositionTexture-Clamp for a reason :-)
PositionTexture does not affect UV-Coordinates.


FlagDKT(Posted 2009) [#5]
PositionTexture texture,u_position#,v_position#
I see U and V, not X and Y:)


BIG BUG(Posted 2009) [#6]
Hehe :-)
Nevertheless that's not what UV coordinates are. UVs are stored on each vertex in order to define which part of a texture is drawn. You can change those coordinates directly in your 3d modelling application or via VertexTexCoords in B3D.


FlagDKT(Posted 2009) [#7]
However I need to hide the texture that is on the second layer..
what's the fastest way to do that?
I don't want to paintentity or surface.
I thought pointing uv to a dead zone would do the job(since the texture is in additive) but I can't cause clamp is enabled.


Stevie G(Posted 2009) [#8]
If the texture is additive and you want to remove it, you need to re-texture with a completely black version on the same layer. There's no way round this.


FlagDKT(Posted 2009) [#9]
Indeed :(


Ross C(Posted 2009) [#10]
Yep, have a small 1x1 texture and texture over it.