Texture mapping limitations

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This topic contains 1 reply, has 2 voices, and was last updated by  Péter Baksa 1 month, 1 week ago.

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  • #18812

    shaun coomber


    I’ve got an object to create an array of boards/cladding, and rotate the texture to the direction of the boards using:

    VERT 0, 0, 0
    VERT 0, 0, 1
    VERT 0, 1, 0
    VERT 1, 0, 0
    COOR 2 + 256, -1, -2, -3, -4
    BODY -1

    The problem is that when there’s a large number of boards, the texture mapping only gets applied to part of the object – see the attached image.

    Is there a technical limitation for the number of bodies or polygons a COOR command can be applied to?

    I should be able to get around this by introducing more texture mapping commands, but it’s a bit annoying…

  • #18827

    Péter Baksa

    Yes this is a limitation. COOR only affects the last body, and repeated use of some commands work in the same body, but those can be unexpectedly closed internally for optimization (currently after 1201 vertices).
    Commands that generate doubly curved surfaces should work without this limitation.

    So it’s better to wrap the texture after each command, it can be done easily with a subroutine.

    Péter Baksa
    Library Platform, Software Engineer

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