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Le 03/03/2012 21:38, Cyrille Henry a écrit :
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">hello
<br>
<br>
better than list-drip / tabwrite etc, it's easier to use : list
prepend 0/list trim / send name_of_the_table<br>
</blockquote>
Yep. I forget often this possibility.<br>
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">
<br>
anyway, everything is upside down.
<br>
see the attached patch. it look like texture are upside down
regarding opengl standard.<br>
</blockquote>
Yep.<br>
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">
<br>
about the size, are you aware that sending many time UV list did
not update the table tabUV? (since the loop indexes are never set
back to 0).<br>
</blockquote>
Yep, my patch was not build as it should have been.<br>
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">
<br>
anyway, i don't really understand the way you compute the UV
texture, but it look wrong.
<br>
</blockquote>
Yes it was ;) Now, it should be better with rectangle texture.<br>
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">switching
to mode rectangle would be helpful since coordinate would then be
the image pixels size.
<br>
</blockquote>
Yes see patch attached. But it doesn't solve the problem with
texture set on rectangle 0. How Gem works with a square with
rectangle texturing is set on 0 or on 1 ?
<br>
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">hope
that help
<br>
</blockquote>
Yes with texture set on rectangle 1.<br>
Thanx.<br>
++<br>
<br>
Jack<br>
<br>
<br>
<blockquote cite="mid:4F52813D.70405@chnry.net" type="cite">c
<br>
<br>
<br>
Le 03/03/2012 19:57, Jack a écrit :
<br>
<blockquote type="cite">Thanx to look at the patch attached and
its abstraction.
<br>
All comments are inside.
<br>
Where is my mistake with the size of the texture on each face of
the cube ?
<br>
++
<br>
<br>
Jack
<br>
<br>
<br>
<br>
<br>
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