Open GoogleCodeExporter opened 8 years ago
Original comment by wonchun
on 5 Dec 2011 at 8:31
Note to self: some bounds computations were not properly initialized, which
might be causing this problem.
Original comment by wonchun
on 20 Dec 2011 at 7:53
Hi, have just started using utf8 for threejs. It is quite excellent. However I
have been testing a few models, and it seems that repeat UV's are not really
supported? It seems to be doing a check for normalized UV coordinates - is this
expected?
Original comment by dlanna...@gmail.com
on 19 Apr 2014 at 3:37
Yeah...unfortunately a known bug. I could try to add a flag to support it, but
I'm actually in the midst of reimplementing lots of this stuff.
Original comment by wonchun
on 19 Apr 2014 at 8:47
Thats ok. I can have a look at making a patch for it if thats ok? I assume this
might break the format? To explain - Im making a loader of "blocks" of road
pieces and road and paths tend to need texture repeats to make the best use of
the texture. I'll have a look and if I can make a suitable patch I'll post
here. Thanks for the quick response, and if there's anything I can help out
with let me know - Im quite interested in this format.
Original comment by dlanna...@gmail.com
on 20 Apr 2014 at 2:26
Hi again. I have changed the UV compression/quantisation to work in the same
manner as the position attributes - this seems to be a fairly decent solution.
The size difference was small, and the general results were great. I now have a
40MB road network with textures in the size of around 5 MB. Im going to start
looking at skeletal animation, and see if I can get something useful working.
Id like to thankyou for the work done on this format (after trying numerous
others - CTM, glTF, OBJZipped etc). Have attached a screenshot of the scene now
working online.
Original comment by dlanna...@gmail.com
on 21 Apr 2014 at 5:31
Attachments:
Back again. Just to let people know there is a fairly simple way to improve
textures and support repeats as well.
First: In bounds.h change the texcoord bounds to have a minimum -2.0 and a
scale of 4.0
choose whatever maximum values you want to use, I used position (16383) but it can be reduced without too much problems (depending on how big your repeat textures are).
Second: Change the UV value setting in the ParseTexCoord function - in mesh.h
Test the uv - if its >1.0 or <1.0 it is a repeat UV. So do something like this: newuv = 1/olduv + 1.0f; This will make the uv 1.xxxx and the xxx represents the repeats. Do this for both +ve and -ve UVs.
Third: In the loader you need to restore the UVs to their original glory (or
close to it). Like so: if(u < -1.0) uu = 1.0/(u + 1.0); So it the reverse
operation of the compression routine.
I have attach code snippets you can use to patch your own code. Its simple, and
the result is quite decent (better than the pic above :) ).. And my test is
available here to play with: http://cloudsim.gagagames.com
If you need help please contact me at gmail account. dlannan68.
Good luck..
Original comment by dlanna...@gmail.com
on 30 Apr 2014 at 1:53
Attachments:
Oh. Minor note too - dont worry about the poly data loss in the demo. Im taking
a 2km x 2km scene in Unity and converting it to UTF8 .. so the scale is too big
to show small details. I intend to 'sub object' export the scene so that each
section has only 10-20m of data in it for good poly detail.
Original comment by dlanna...@gmail.com
on 30 Apr 2014 at 1:58
@dianna68
Hey, I'm going to have time to take a look at this tomorrow. So, wouldn't there
be a texture filtering seam where those repeats occur?
BTW, I really appreciate the kudos!
Original comment by wonchun
on 13 May 2014 at 3:04
Original issue reported on code.google.com by
jterr...@gmail.com
on 5 Dec 2011 at 7:42