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Coordinate system

 
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Koobazaur
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Joined: 08 Mar 2007
Posts: 22

PostPosted: Wed May 02, 2007 4:41 am    Post subject: Coordinate system Reply with quote

Hey,

I am wondering if there is any way to change the coordinate system in Deled? I am using the level geometry with Direct X which uses left-handed coordinate system so everything is mirrored. Flipping the coordinates and normals in my program is easy enough, but the UV coordinates are a bit of a bigger problem which I don't really want to deal with.
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Wed May 02, 2007 1:43 pm    Post subject: Reply with quote

I'm not sure who's wrong here, but the UV coordinates remain the same, you just need to mirror your geometry manually.

Also, I could imagine some setting in the options menu for that.
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed May 02, 2007 3:53 pm    Post subject: Re: Coordinate system Reply with quote

Koobazaur wrote:
Ibut the UV coordinates are a bit of a bigger problem which I don't really want to deal with.
How exactly? Nothing changes. Each vertex still has it's own UV, the same UV before you reversed the winding order.

v/n/u

1,2,3
4,5,6
7,8,9

just becomes

v/n/u

7,8,9
4,5,6
1,2,3

Quote:
Also, I could imagine some setting in the options menu for that.
That would break a lot of stuff unless it was written in the file which order was used. Because you would not know how to load in the files anymore. Laughing
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Koobazaur
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Joined: 08 Mar 2007
Posts: 22

PostPosted: Wed May 02, 2007 8:22 pm    Post subject: Reply with quote

Hmmm crap... you seem to be right. I thought that if I mirrored my polygon manually by the Z plane the texture would, as a result, be inverted as well... silly me o.o
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed May 02, 2007 8:38 pm    Post subject: Reply with quote

Koobazaur wrote:
Hmmm crap... you seem to be right. I thought that if I mirrored my polygon manually by the Z plane the texture would, as a result, be inverted as well... silly me o.o
No, I AM right. There is no problem to be sovled here. Just reverse the drawing order of your three vertices, and their associated data. You can load them into your program in reverse, or just draw them in your code in reverse, or load them 'properly', and swap them around after the fact.

The textures won't invert. The UV coords you specify ar the UV coords you will receive.
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Jeroen
Site Admin


Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Thu May 03, 2007 6:11 am    Post subject: Reply with quote

Daaark is right indeed. And btw, Daark, that's a cool avatar you've got there (the first avatar of yours I actually like Laughing ) Wink !
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu May 03, 2007 6:06 pm    Post subject: Reply with quote

It's from the poster of RISE: Blood Hunters

http://upload.wikimedia.org/wikipedia/en/9/9d/Rise_blood_hunter.jpg
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