mectron Noodle
Registered User
Join date: 23 Feb 2006
Posts: 21
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10-22-2006 15:48
How can Liden labs can take 3D (witch is an extremely precise science base on math) and turn into an unpredictable and totally random and imprecise process?
They keep adding features, but cannot get basic 3d to work correctly.
I got a simple PLANE pink texture with one black line on the top and is size 64x256, it is size at 1x1 on a cube and guest what? Part the black line show up at the botton…..
Pink texture with a black top line. 64x256, applied to a cube (on one face), texture scale is 1x1, no rotation, scale, offset or anything….part of the black line show up at the bottom....
Did I miss something or SL just can’t do very basic 3d correctly?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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10-22-2006 16:13
SL unfortunately is not without its share of bugs, as you've discovered by now. The bug you're describing is actually a pretty old one that has been around pretty much since the beginning. Textures sometimes map a little incorrectly. They are fixing the bugs, one by one, but it's a slow process, and things like slight UV placement issues, while certainly important, likely aren't considered urgent next to other things that cause crashes, content loss, permissions errors, etc.
Annoying as it is, your particular bug does have a simple work-around. Just set the repeats per face to slightly less than one. 0.95 usually does the trick.
You're absolutely right that these things shouldn't happen, of course, but unfortunately they do, and we all pretty much just learn to live with it (some more contently than others). SL's not perfect yet, but it's getting closer.
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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10-23-2006 02:48
Math may be precise but storing/using numbers as floats is not
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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10-23-2006 08:49
Actually, what you describe is perfectly normal if the texture isn't clamped. In order for a texture to tile, the videocard must interpolate pixels for the surface between pixels of the texture. It would make sense for the default to be not-clamped so that the texture can tile (eg. applying brick to a large wall,) but there should be an option to clamp the texture.
Basically, "clamped" is the opposite of tiling. Whereas a tiling texture repeats over and over, a clamped texture only displays once, and then any extra space on the surface is just white. The point of clamped is of course so that the edges won't bleed over if the image fills up a quad once fully.
Anyway, the solution for you is to set the texture repeat to slightly under 1 in the texture editing window.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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10-23-2006 09:00
From: Johan Durant Actually, what you describe is perfectly normal if the texture isn't clamped. In order for a texture to tile, the videocard must interpolate pixels for the surface between pixels of the texture. It would make sense for the default to be not-clamped so that the texture can tile (eg. applying brick to a large wall,) but there should be an option to clamp the texture.
Basically, "clamped" is the opposite of tiling. Whereas a tiling texture repeats over and over, a clamped texture only displays once, and then any extra space on the surface is just white. The point of clamped is of course so that the edges won't bleed over if the image fills up a quad once fully. Thanks, Johan. That's great info.
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