Dear all,
I have a project running fine with textures in openGL which I like to export to radiance.
For the texture mapping in openGL texture coordinates are drawn for every point of a polygon point like this:
glTexCoord2f ( tx, ty );
glNormal3f ( nx, ny, nz );
glVertex3f ( px, py, pz );
I am puzzled how to translate this into a radiance scene description, /whithout/ the use of obj2mesh. Does any of you have an example available of a picture mapped on a polygon using texture coordinates?
-Iebele
Hi Greg,
My model uses transparent textures, which is not supported by tmesh2rad.
Added some extras line in the output of tmesh2rad for the tranparent texture, which works fine:
void mixpict T-Pat
7 TCOLOR void green
./test_alpha.pic
tmesh.cal u v
0 7
2
0.1 0.0 0.0
0.0 0.1 0.0
It would be nice if I had a better understanding of the A1-A7 variables. I like to calcultate these whitin my program, so I can export the scene to radiance including the mixpict.
Could you explain to me how to calculate the A1-A7 variables for tmesh.cal, given a set of vertexcoordinates and texturecoordinates?
-Iebele
···
Hi Iebele,
Did you try tmesh2rad?
-Greg
From: iebele <[email protected]>
Date: May 17, 2008 3:29:44 PM PDT
Dear all,
I have a project running fine with textures in openGL which I like to export to radiance.
For the texture mapping in openGL texture coordinates are drawn for every point of a polygon point like this:
glTexCoord2f ( tx, ty );
glNormal3f ( nx, ny, nz );
glVertex3f ( px, py, pz );
I am puzzled how to translate this into a radiance scene description, /whithout/ the use of obj2mesh. Does any of you have an example available of a picture mapped on a polygon using texture coordinates?
-Iebele
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Hi Iebele,
In order to explain the calculation of barycentric coordinates, I'd have to read and understand my code again, when it's easier just to use it. This is one of the benefits of source code, after all -- you don't have to figure everything out all over each time you need it. The routines you want are in tmesh.{h,c} in src/common, and there is a nice routine comp_baryc() that makes it pretty easy. In fact, the simplest thing to do is modify tmesh2rad to output what you want. Line 252 in src/cv/tmesh.c is just begging for a hack.
If C programming is a hurdle, you could probably construct a set of rcalc formats or macro replacements (m4) to substitute your mixpict's for the colorpict's that tmesh2rad produces.
Best of luck,
-Greg
···
From: iebele <[email protected]>
Date: May 18, 2008 6:18:56 AM PDT
Hi Greg,
My model uses transparent textures, which is not supported by tmesh2rad.
Added some extras line in the output of tmesh2rad for the tranparent texture, which works fine:
void mixpict T-Pat
7 TCOLOR void green
./test_alpha.pic
tmesh.cal u v
0 7
2
0.1 0.0 0.0
0.0 0.1 0.0
It would be nice if I had a better understanding of the A1-A7 variables. I like to calcultate these whitin my program, so I can export the scene to radiance including the mixpict.
Could you explain to me how to calculate the A1-A7 variables for tmesh.cal, given a set of vertexcoordinates and texturecoordinates?
-Iebele
Hi Iebele,
Did you try tmesh2rad?
-Greg
From: iebele <[email protected]>
Date: May 17, 2008 3:29:44 PM PDT
Dear all,
I have a project running fine with textures in openGL which I like to export to radiance.
For the texture mapping in openGL texture coordinates are drawn for every point of a polygon point like this:
glTexCoord2f ( tx, ty );
glNormal3f ( nx, ny, nz );
glVertex3f ( px, py, pz );
I am puzzled how to translate this into a radiance scene description, /whithout/ the use of obj2mesh. Does any of you have an example available of a picture mapped on a polygon using texture coordinates?
-Iebele