[英]Mapping Wavefront .obj texture vertex on OpenGL
An artist gave me all 3D models for me exporting to .obj and .mtl in order that I can render it using OpenGL. 一位艺术家为我提供了导出到.obj和.mtl的所有3D模型,以便可以使用OpenGL进行渲染。
But I can't figure out why the texture vertex are greater than 1 and sometimes negative. 但是我无法弄清楚为什么纹理顶点大于1且有时为负。 Take a look at this example:
看一下这个例子:
(...)
vn -0.000717425 0.00106739 -0.00991695
vn 3.49779e-09 -5.22866e-09 -0.01
vn -0.00142294 0.00211706 -0.00966919
vn -0.00831486 -0.00555545 0
vt 5.82424 -20.091
vt 6.97527 -20.1873
vt 5.81848 -20.1618
vt -7.48189 8.29159
(...)
He sent me all textures on TGA format, which I am loading it correctly, but I am not being able to map these vt
s to a correct OpenGL texture vector. 他将TGA格式的所有纹理发送给了我,我已经正确加载了它,但是我无法将这些
vt
映射到正确的OpenGL纹理矢量。
But I can't figure out why the texture vertex are greater than 1 and sometimes negative.
但是我无法弄清楚为什么纹理顶点大于1且有时为负。
Texture coordinates outside the [0..1]
range indicate texture repetition. [0..1]
范围之外的纹理坐标表示纹理重复。
Given a 1D texture ABCD
: 给定一维纹理
ABCD
:
-1 0 1 2
....|ABCD|ABCD|ABCD|....
Make sure GL_TEXTURE_WRAP_S
and GL_TEXTURE_WRAP_T
are set to GL_REPEAT
. 确保
GL_TEXTURE_WRAP_S
和GL_TEXTURE_WRAP_T
设置为GL_REPEAT
。
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