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vt should accept 3-component #14

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GoogleCodeExporter opened this issue May 13, 2015 · 12 comments
Closed

vt should accept 3-component #14

GoogleCodeExporter opened this issue May 13, 2015 · 12 comments

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Right now, vt only works if there are 2 floats, and doesn't support the 3-float 
version, even if the third component is always 0.0

Original issue reported on code.google.com by wonchun on 16 Aug 2011 at 2:47

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Issue 13 has been merged into this issue.

Original comment by wonchun on 16 Aug 2011 at 2:49

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r16 partially addresses this problem.

Original comment by wonchun on 17 Aug 2011 at 1:46

  • Changed state: Started
  • Added labels: Priority-Medium, Type-Enhancement
  • Removed labels: Priority-Critical, Type-Defect

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r21 has a followup that completes the workaround; r16 only managed to parse 
permissively, but would stick the zeros in the texcoord stream instead of 
ignoring them.

Original comment by wonchun on 17 Aug 2011 at 7:38

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With revision 21 we have this :
http://funkyimg.com/u2/608/526/secondexper.png

Textures working incorrect :(

What this can be?

Original comment by stagedown@gmail.com on 17 Aug 2011 at 8:38

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Ok, thanks anyway.
I reported new bug. Textures incorrectly displays. See in issue 14

Original comment by stagedown@gmail.com on 17 Aug 2011 at 8:46

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I think it means that exporter can't export UVW from obj to utf8.
That's bad, really.

Original comment by stagedown@gmail.com on 17 Aug 2011 at 9:05

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I believe this might be a bug in the viewer. It is hard to tell because I don't 
have the time right now to debug THREE.js (I'm not super familiar with it). My 
own tests work.

Original comment by wonchun on 17 Aug 2011 at 9:07

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oh! that's nice!
can you give me a code on which you tested?

Original comment by stagedown@gmail.com on 17 Aug 2011 at 9:10

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I bet three.js (or something) is vertically flipping either your image or the 
texcoords. Try that first.

Original comment by wonchun on 17 Aug 2011 at 9:14

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Try what? Sorry, i don't completely understand you.

Original comment by stagedown@gmail.com on 17 Aug 2011 at 9:23

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Try flipping the texture image upside-down, either in an image editor or using 
UNPACK_FLIP_Y_WEBGL.

Equivalently, you can invert the y-texcoord, either when you load the model, or 
in the vertex shader.

Original comment by wonchun on 17 Aug 2011 at 9:29

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Original comment by wonchun on 25 Aug 2011 at 7:40

  • Changed state: Duplicate

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