Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
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10-05-2006 15:32
I'm trying to do some fancy texturing for a friend and I've hit on what looks like a bug in the rendering system. It has to do with the differences between DEFAULT and PLANAR mapping, specifically DEFAULT. If you look at THIS picture you can see the differences I have. Now, the planar mapping (right) gives a wonderful, flat image, which I have used many a time. The default (left) on the other hand squeezes the texture in so the whole thing is visible, which is what I need, but it's folded at the edges. Now, I know that You can do this differently. I suspect it relies on switching from triangles to quads, and I don't know how you feel about that, but I know that OpenGL supports it, mainly because I use SGI machines and can do it there with old versions in basic modellers. Is there any chance of this being fixed? Please? I really need it to work properly! I think you'll like what we can do when it's done!
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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10-09-2006 14:19
Hi Landing, I'm going to inquire further with Runitai Linden about this...
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Runitai Linden
Linden Lab Employee
Join date: 29 Aug 2005
Posts: 52
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10-09-2006 17:02
This is by design. In the old days, there was the default version. For years, SL builders deformed their textures to get rid of that seam. So many, in fact, that we couldn't fix the bug without breaking their content. Thus, planar was born, allowing for non deformed textures to appear correct on tapered cube sides, and creating much confusion when applied to anything "not flat."
Adding the ability to specify texture coordinates for prims would increase the network payload of prims by a factor of around 100, so that's not going to happen any time soon. Sorry to disappoint, but I'm afraid you're going to have to make do by either deforming your texture or coming up with something clever.
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