rincewind Posted January 6, 2005 Report Share Posted January 6, 2005 Hi, while debugging the seams for the globe, I got quite a good read about texture seams in bumpmapping, etc. Here's just one thing to look out for: When you have non-continous texture coordinates on an vertex (e.g. one face has different coordinates than the other), you have to make sure, that the direction of increasing U (or V) is not exactly the opposite. If that happens, you get very weird artifacts when applying bumpmapping to that mesh.So basicly, don't have something like this where X is your vertex and the arrows are the directions of increasing U (or V) for the faces. This is for example easily done when mirroring a texture, etc. Don't know if that explanation was understandable, if not, please ask. Greetings, Rincewind Link to comment Share on other sites More sharing options...
mamutas Posted January 6, 2005 Report Share Posted January 6, 2005 ...while debugging the seams for the globe, I got quite a good read about texture seams in bumpmapping, etc....<{POST_SNAPBACK}> I am eager to learn how to do that sort of debugging. Could you teach me? Link to comment Share on other sites More sharing options...
rincewind Posted January 6, 2005 Author Report Share Posted January 6, 2005 ...while debugging the seams for the globe, I got quite a good read about texture seams in bumpmapping, etc.... I am eager to learn how to do that sort of debugging. Could you teach me? Meant to say, use the biggest debugging tool out there. Google and Google Groups... Link to comment Share on other sites More sharing options...
mikker Posted January 6, 2005 Report Share Posted January 6, 2005 come again? Link to comment Share on other sites More sharing options...
rincewind Posted January 6, 2005 Author Report Share Posted January 6, 2005 come again? Here we got, don't have a vertex where you start from the same point in the texture and then go in opposite directions on the texture on the different faces.Happens almost only when you mirror the texture. Rincewind Link to comment Share on other sites More sharing options...
mikker Posted January 6, 2005 Report Share Posted January 6, 2005 that still didn't make any sence at all Link to comment Share on other sites More sharing options...
mamutas Posted January 6, 2005 Report Share Posted January 6, 2005 what he meant, that Google is the best place to find any informatoin to debug any issues. what I meant is the more hands down ways to debug it. you know: println's, IDEs, etc. Link to comment Share on other sites More sharing options...
fidel_ Posted January 7, 2005 Report Share Posted January 7, 2005 (edited) So in effect, the usual way of mirroring half of the mesh, including the texture is not feasible here? (Not exactly a bump map, but...) But this would be? The legs and arms and such may remain mirrored? Edited January 7, 2005 by fidel_ Link to comment Share on other sites More sharing options...
rincewind Posted January 7, 2005 Author Report Share Posted January 7, 2005 So in effect, the usual way of mirroring half of the mesh, including the texture is not feasible here? (Not exactly a bump map, but...) But this would be? The legs and arms and such may remain mirrored? Yep Link to comment Share on other sites More sharing options...
mikker Posted January 7, 2005 Report Share Posted January 7, 2005 i think i understand now Link to comment Share on other sites More sharing options...
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