[Radiance-general] Re: Texture mapping, openGL.

iebele info at iebele.nl
Sun May 18 06:18:56 PDT 2008


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 <info at iebele.nl>
>> 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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