Math for Game Developers - Texture Coordinates

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  • Опубликовано: 27 ноя 2013
  • Wherein we apply texture coordinates to our triangle mesh so that it can be rendered with a texture.
    Find the source code here: github.com/BSVino/MathForGame...
    New video every Thursday. Question? Leave a comment below, or ask me on Twitter: / vinobs

Комментарии • 13

  • @TheKingSahle
    @TheKingSahle 10 лет назад

    These are always helpful to watch

  • @CTCCoco
    @CTCCoco 10 лет назад +1

    Thank you for the hard work, mate !

  • @NeilRoy
    @NeilRoy 8 лет назад +8

    Crate video, thanks. ;)

  • @mmankt
    @mmankt 10 лет назад

    love the vids, keep em coming!

  • @pigblue9546
    @pigblue9546 10 лет назад

    Thank for MFGD, good work.

  • @jackpret4547
    @jackpret4547 5 лет назад +3

    Nice!
    Anything on UV Unwrapping?
    Can't find much on the Coding / Math behind the subject.

  • @Sploige
    @Sploige 10 лет назад

    Why did you have to use an array of bytes? Can do you not just specify parts of the original texture to load in directly, or are the bytes just a way of the storing the coordinate data?

    • @JorgeVinoRodriguez
      @JorgeVinoRodriguez  10 лет назад +1

      You don't specify the texture coordinates for every single point on the model, only for the triangle vertices. If you need to get more detailed with the texture, then you can use more triangles. Did that answer your question?

  • @d.j.peters
    @d.j.peters 3 года назад

    This will breaks the indexed rendering !
    Because 2 triangles can share some of the same x,y,z coords but often the u,v coords are individual for the triangles.

  • @papercolor8259
    @papercolor8259 3 года назад

    what is the software you are using?

  • @lukafarkas420
    @lukafarkas420 3 года назад

    good shit