Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Subject: Texture Mapping Date: Mon, 12 May 1997 09:15:00 +0100 Organization: Sony Computer Entertainment Europe Lines: 64 Message-ID: <3376D184.5DF1@interactive.sony.com> References: <33729BB9.7299@cobradev.demon.co.uk> <3372E61D.1ECA@interactive.sony.com> <3373C3AF.6DFD@cobradev.demon.co.uk> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) colin adams wrote: > > Subject: Re: Texture Mapping > > First, I would like to say Thanks to all those people who responded to > my posting. > Ref: <33729BB9.7299@cobradev.demon.co.uk> Greets to all of you!! > > From the Mail I recieved I realised that Maybe I was A bit Vague. > I will Elaborate as to make the situation more clear. > > OK, here is the situation. > > 1. I am working on a Map Editor. > 2. I have Created my Objects in LightWave 5.0 Modeler > 3. I have Converted them i.e. *.LWO->*.DXF->*.RSD->*.TMD > format ( Grey i.e. r=200, g=200, b=200) > 4. I have Successfully placed them in the World. > 5. I Have converted BMP data to TIM format. > 6. I Have loaded the TIM Data to System Memory. > 7. I have loaded the TIM & CLUT to Vram (GetTimInfo, LoadImage, ect) > 8 ? I am stuck here How do I throw the TEXTURE onto the OBJECTS? > Have I missed something? > > Sorry if I Sound as if I have Not looked at enough Source Code > But I Hate Wading through someone else's (Poorly Documented) code > I'd rather have the Information, so I can work it out for myself. This > information must be out there Somewhere. Or How did "L Evans" or > "S Ashley" (No Disrespect) write all the code I have downloaded? > (Ken Kuttaragi Where are you?) > > Thoughts of the Day. > > a) If you don't Know ASK. > b) Why make it Hard when it Can Be Easy? > c) There are Hackers & There are Coders (they are not the same). > > > > -- > Colin Adams > Cobra Developments > Email: colin@cobradev.demon.co.uk The way we have been doing the texturing is at the RSD stage of the conversion; the .rsd file itself specifies the number of textures for the 3d object, and which TIM files they are. When rsdtool converts this to TMD, the resultant TMD effectively expects to use various areas of VRAM as textures. E.g. if the rsd model is textured with 1 texture, stone.tim (eg 16bit, 64 by 64, positioned at 640, 0 in VRAM) then the tmd created will use that area of VRAM as the texture for the model. (Clearly the correct TIM must be loaded into memory then VRAM). Hope this enables you to do the business Lewis