UV 坐标不正确
如果重要的话我正在使用Cheetah3D。
我在 Cheetah3D 中制作的对象中读取的 UV 坐标并不像 3DS 模型对象加载代码提供的示例模型那样介于 0 和 1 之间。
有些高于 1,最高可达 1.56 左右,而另一些则低于 0,最高可达 -4.56。当尝试将纹理映射到对象时,这会导致极端异常。
有什么想法吗?我应该联系 Cheetah3D 人员还是有办法自己在代码中动态修复此问题? (在SO上发帖的原因)。
I am using Cheetah3D if it mattters.
The UV coordinates I am reading in my object made in Cheetah3D are NOT between 0 and 1 like the example model I was provided with the 3DS model object loading code.
Some go above 1 as high as 1.56 or so while others go below 0, as far as -4.56. This is causing extreme abnormalities when trying to map the texture to the object.
Any ideas? Should I contact the Cheetah3D folks or is there a way to fix this in code myself dynamically? (The reason for posting on SO).
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好吧,在没有看到屏幕截图的情况下,我唯一想到的是纹理线应该被包裹,但你正在夹紧它们。有关如何更改该设置的信息,请参阅 glTexParameter* 的文档。简单模型的屏幕截图在这里确实很有帮助。
Well without seeing screenshots the only thing that comes to mind is that the texture cords should be wrapped but you're clamping them. See the documentation for glTexParameter* on how to change that setting. A screenshot of a SIMPLE model would really help here.