Pretty Poly Editor Documentation


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III. Discussion Topics - 2. Texture positioning


I want some discussion about texture positioning going. I (Wolfram Kuss) have never seen a modeller (including my own) that has easy-to-understand input of arbitrary texture coordinates (TCs).

In this chapter I am NOT speaking about cylindric, spherical and box-texture-mapping. They don't allow for arbitrary texture coordinates.

One of the nice things about having orthogonal view is you pretty much get a uv coordinate manipulator for free. View classes should be capable of displaying textures in the background as a trace aid for modelling. Thus UVEditor is essentially a sub classed XY view that simply renders all the objects using the UV coords as geometric XY coords. Add a move method to move UV instead of XY, and display an object's texture as the background, and you have a pretty functional uv map editor. This is also were having multiple view windows is a plus, as you can edit UV in one window, and view the 3D results in another.

So some questions to the readers:
Do you think arbitrary TCs are important?
How important is using scanned textures, painting texture in 2D, and painting texture in 3D?
Have you seen a modeller with good texture positioning or do you have dreams how it should work?
How could an interaction between UV-view and 3D-view work?
I think it is often important to work accurately. How can this be achieved?


Another problem is that texturing might mean that at one point in space there are several vertices. Look at this picture


Lets say you want to texture a cube. It doesn't matter whether you want one texture on all sides (for example a marble), or different textures or different parts of one texture on the polygons. But lets say each polygon gets its own texture. You start assigning texture coordinates on polygon A. They are 2d-coordinates that range from 0 to 1. Lets say you only have one vertex per point in space and one TC (=one 2D vector) per vertex. Then two of the TCs for polygon B are fixed, since these vertices are shared with poly A. You HAVE to assign a TC of (1,0) to the top right vertex or the texture on Poly B will come out distorted. On the top polygon (C) you now have twice the TC-value (1,0)! This will lead to major distortion, since one texel will be mapped onto the hole line between the two vertices. This is not acceptable, so there are only two solutions: Have more than one TC per vertex (thats what I did in my modeller) or have several vertices per point in space. PPE uses the later approach and it seems to be very hard to change to the first.
So, one question is, how easy is it for the PPE-user to live with this and how can we (developers of PPE) help him or her?


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