[Gtkradiant] [Bug 238] Patch Inspector Problem

Martin Ka'ai Cluney gtkradiant@zerowing.idsoftware.com
Sun, 21 Oct 2001 16:00:31 -0700


Correction noted, my mistake.

The negative thing is fine in most cases, but since it's going 0 to -1, it
draws a clampmap one full texture height off, which is a problem.

-K
----- Original Message -----
From: <bugzilla-daemon@zerowing.idsoftware.com>
To: <gtkradiant@zerowing.idsoftware.com>
Sent: Friday, October 19, 2001 7:38 AM
Subject: [Gtkradiant] [Bug 238] Patch Inspector Problem


> http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=238
>
> wjoseph@europe.ea.com changed:
>
>            What    |Removed                     |Added
> --------------------------------------------------------------------------
--
>              Status|NEW                         |RESOLVED
>            Platform|                            |All
>          Resolution|                            |INVALID
>
>
>
> ------- Additional Comments From wjoseph@europe.ea.com  2001-10-19
09:38 -------
> Actually they should be 1 0.5 and 0, not 0 0.5 and 1. Using 0, -0.5 and -1
> gives the same effect. If negative coords are a problem, we could add
something
> to normalise them quite easily.. q3map normalises them anyway though.
>
> The texture coordinate system in opengl is a little odd.. it starts at the
top
> left of the texture and goes to the bottom right. The world coordinate
system
> is the other way round, looking from top-down, X and Y go from bottom left
to
> top right. If you project a texture using the X and Y coords (kind of a
hack)
> you end up with an upside-down texture - the quickest fix is to make the
T-
> scale negative.
>
>
>
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