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- From: Li-Ta Lo <
>
- To:
- Subject: [Manta] Re: TexCoordTexture
- Date: Wed, 09 Jul 2008 10:08:39 -0600
- Organization: Los Alamos National Lab
On Wed, 2008-07-09 at 08:44 -0600, Li-Ta Lo wrote:
>
Hi,
>
>
This is more a follow up on the question of vertex color v.s. surface
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color. If I understand Thiago's reply and the problem correctly, we
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should be able to use the vertex's RGB color as its 3D texture
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coordinate. MeshTriangle will take these "t-coords" at vertices and
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interpolate them for interior points. The t-coords of interior points
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can then be treated as their RGB colors. The it will work exactly as
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how traditional smooth shading works. Is there any flaw in my idea?
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>
BTW, why TexCoordTexture only uses 2 components of the texture
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coordinates while 3D texture coordinates were computed?
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void TexCoordTexture::mapValues(Packet<Color>& results,
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const RenderContext& context,
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RayPacket& rays) const
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{
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// Compute the texture coordinates.
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rays.computeTextureCoordinates3( context );
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for( int i = rays.begin(); i < rays.end(); ++i ) {
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Vector texCoords = rays.getTexCoords(i);
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// Convert the coordinates to a color.
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results.set(i, Color( RGB( (ColorComponent)texCoords[0],
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(ColorComponent)texCoords[1],
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(ColorComponent)0 ) ) );
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}
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} // end mapValues
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O.K. it works. Can someone please apply this patch?
Index: TexCoordTexture.cc
===================================================================
--- TexCoordTexture.cc (revision 2302)
+++ TexCoordTexture.cc (working copy)
@@ -51,7 +51,7 @@
// Convert the coordinates to a color.
results.set(i, Color( RGB( (ColorComponent)texCoords[0],
(ColorComponent)texCoords[1],
- (ColorComponent)0 ) ) );
+ (ColorComponent)texCoords[2] ) ) );
}
} // end mapValues
Ollie
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