| Topic: Every other texture iteration flipped
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 | Every other texture iteration flipped | |  |
| Poster | : Dreezn | | Posts | : 1 | | Country | : Belgium | | City | : Ostend |
| | | | Posted by Dreezn on 17/06/2012 at 18:51:33
| | The texture repeats over the terrain as expected,
but every other iteration it is flipped:

I'm guessing that's how the shader interprets it, for the sake of leaving out visible seams.
I was actually going for a "tiled" look, like old RPG or RTS games, embracing the repeating pattern.
I was going to use very low-res textures, and as you can imagine, it looks horrible with texture flipping.
I'm no stranger to programming, but I am to 3D, and especially rendering ^^.
Is the culprit in the "effect" file, or in my own code? How would I go about changing this?
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| | | | | | Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 22/06/2012 at 08:38:22
| | (not an expert or anything, so I may be wrong in some things, but here goes...)
Without any code this is just guesswork, but check your texture sampler in the effect file. There should be two variables, called AddressU and AddressV. If these are set to 'mirror' then this is the source of your problem.
What they do is, when the texture coordinates go over 1, they specify how to repeat the texture. 'Mirror', you guessed it, mirrors the texture. (By the way U and V are the texture coordinates, which could be likened to X and Y/Z coordinates respectively).
The solution could be as simple as to change the 'mirror' to 'wrap'. Also, if they aren't there, they could be set to 'mirror' by default, so you would have to add the lines
AddressU = wrap;
AddressV = wrap;
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Check this link out: http://msdn.microsoft.com/en-us/library/windows/desktop/bb206239(v=vs.85).aspx
At the bottom you can find the different address modes and explanations for them.
inside the texture sampler. | |
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| | | | | | Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 12/02/2013 at 23:35:52
| | | Thanks a bunch Anon, you're a lifesaver. :) | |
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