Path: chuka.playstation.co.uk!news From: "Max" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Repeating Textures Date: Thu, 23 Aug 2001 10:46:45 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 65 Message-ID: <9m2jke$d001@www.netyaroze-europe.com> References: <9m0ck6$b2i3@www.netyaroze-europe.com> <9m0vht$b2i6@www.netyaroze-europe.com> NNTP-Posting-Host: modem-684.arbok.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 For example: I have a 64x64 4-bit texture and I want to repeat it over a 960x64 polygon. I.e. 15 times, there was a thread in the 3D newsgroup about it but it didn't specify how to set up the U V coords, I'm pretty sure by reading that post that it can be done, at least one person did it anyway (I think). Max Ben James wrote in message news:9m0vht$b2i6@www.netyaroze-europe.com... > Not sure I understand the problem... do you want to tile a texture on > specific polygons? If that's the case, I'm pretty sure you can't do that on > PlayStation. > > > "Max" wrote in message > news:9m0ck6$b2i3@www.netyaroze-europe.com... > Hi all, > > I believe this should be in the 3D newsgroup but it doesn't get much > attention, so: > > Does anyone know how to set up repeating textures for TMDs? I have set up a > texture window using GsDRAWENV around my texture, the idea is that if my > coordinates go outside this texture window the texture should repeat up > untill the coords are met. Thing is this does not work. My set up is: > > > setRect(&GsDRAWENV.tw,standTex.left,standTex.top,standTex.width,standTex.hei > ght); > > Then I set up the U and Vs on the primitive, i.e: > > primPtr->u0 = 0; > primPtr->v0 = 0; > primPtr->u1 = 32*10 > primPtr->v1 = 0; > primPtr->u2 = 0; > primPtr->v2 = 96; > primPtr->u3 = 32*10; > primPtr->v3 = 96; > > This should repeat the texture 10 times as I multiply the width of the > texture (32) by 10. Becuase there is a new texture window set up in VRAM I > reference only this window thats why no matter what X position in the VRAM > the image is as long as the .tw value of GsDRAWENV is set to that specific > texture the top left will always be 0,0. > > Anyone have any ideas why its not working? All i get is the typical garbled > up corrupted texture. > > Thanks in advance, > Max > > P.S. When figured out this will also go in the DTMD mini tutorial. > > > >