<div dir="ltr">You would have to have a texture prepared for folding over the six sides. In most cases this would involve a larger power of two texture with the cross shaped texture inside it. For something like a movie file this would be impractical. Building this in GEM is the most flexible method.<br>
<br>Ben, I thought you had made an abstraction many years ago to put a texture on each side of a cube? <br><br><div class="gmail_quote">On Thu, Aug 21, 2008 at 12:14 PM, B. Bogart <span dir="ltr"><<a href="mailto:ben@ekran.org">ben@ekran.org</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">As far as I know the UV thing is as much about the cube as it is the<br>
texture?<br>
<br>
Even if you play with the texture coords, the textures on the cube does<br>
not wrap over the edges.<br>
<br>
This leads me to believe that the cube is actually 6 squares put<br>
together. So that is certainly the best thing to recreate, make your own<br>
cube from Gem squares.<br>
<br>
As for "uv support" seems a close step would be a gem cube that is<br>
designed as a single poly and so that texture coords could be used to<br>
move the texture around? I suppose texture project becomes a problem then...<br>
<br>
I'm just thinking aloud.<br>
<font color="#888888"><br>
.b.<br>
</font><div><div></div><div class="Wj3C7c"><br>
marius schebella wrote:<br>
> Adityo Pratomo wrote:<br>
>> and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?<br>
><br>
> no, I have not figured out a method yet to do this inside the pd world.<br>
> for now you really have to go with the solution claude posted.<br>
> marius.<br>
><br>
>> On 8/21/08, marius schebella <<a href="mailto:marius.schebella@gmail.com">marius.schebella@gmail.com</a>> wrote:<br>
>>> Claude Heiland-Allen wrote:<br>
>>>> Adityo Pratomo wrote:<br>
>>>>> Hi there everyone, i have a question here. How can i write different<br>
>>>>> images on every different sides of a cube in GEM?<br>
>>>> Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd<br>
>>>> make a cube out of 6 [square]s with appropriate transformations.<br>
>>>> [separator] would be useful here.<br>
>>> the more elegant way would be UV-mapping, where you put all 6 sides in<br>
>>> one texture and then apply it to the 3d object. but GEM does not support<br>
>>> that.<br>
>>> marius.<br>
>>><br>
>>>>> So that when i<br>
>>>>> rotate a cube, i could see a certain image on a certain side. I know i<br>
>>>>> should use [pix_image] and [pix_texture] but how can i achieve my<br>
>>>>> goal? I kinda lost here. Many thanks for any suggestions. :-)<br>
>>>> Claude<br>
>><br>
><br>
><br>
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