[futurebasic] Re: [FB] 3D Object Rendering with Materials

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From: "Ashley Butterworth" <macbse@...>
Date: Wed, 31 Oct 2001
>You will need to UV map the sphere model with Texture coordinates, and use
>these to guide drawing in the color from a texture map. OpenGL  or
>QuickDraw 3D can aid with this. Lot of setup to do. Look at the OpenGL Cube
>demo on the CD.
>
>
>For any X,Y,Z vertex on the Sphere, you would need to have a UV coordinate
>to match.
>
>UV coordinates are just normalized coordinates, that is they go from 0 to 1.0
>
>If you have a maximum X of 400, and a maximum Y of 400, then the UV
>equivalent of X = 200, Y = 200  will be .5,.5
>
>To get that just use U = X/400, V = Y/400 or whatever the maximum of either
>valus is.
>
>Then say you have a Spherical point that is 100,100 ... 100/ 400 = .25
>
>If the Y is the same, thus the V, you will find whatever pixel lies on your
>texture map at .25,.25
>
>If your Texture map is 200 X 400, you will want the pixel at   50,100
>
>This is derived from X = U*200, Y = V*400
>
>
>Complicated. Then there is a need for anti-aliasing when scaling the model,
>etc.
>
>Best to use OpenGL for this if you don't know the fundamentals. It will
>automate a lot of it, and the headers are already done thankfully. Tricks
>of the Game Programming Guru's also has info on this, and with Quickdraw
>3D, which is not longer supported. Quesa 3D is the pickup where that left
>off.


Thanks Robert but isn't there a simpler way of doing it?

I don't need this feature at the moment but it would look better than the wireframe 3 circle model that I am using at the moment.

I'll give it some more thought and do some more research, I think I may have a problem with this in the way that I do the rotation.

Once again thanks,

  Ashley ~)~

=============================================================
Ashley Butterworth
Email: macbse@...
=============================================================


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