3/2/2023 0 Comments Metasequoia uv mappingThe adjoint is a transposed cofactor matrix, meaning we just rearrange it. So the cofactor matrix is simple, we write the minors in matrix form. The right column shows it re-label back to the original _matrix. Step 1: Calculate Minor for each element, the minor labeled M, the middle column shows how to work out the minor from matrix A The cofactor matrix is made from finding the minors of the matrix. The adjoint is a transposed cofactor matrix. M n o determinant = (jnr+kop+lmq)-(lnp+kmr+joq) To get an inverse matrix we need to find the determinate and the adjoint matrices.ĪND to get the adjoint, we need to find the cofactor matrix. Simple? LOL - we need an inverse matrix of U Then the 3D point corresponding to a particular UV is given by XYZ * inverse(U) * vec3(u,v,1).įor example:- XYZ * inverse(U) * vec3(1,1,1) is the point corresponding to a UV of (1,1) (one of the corners we need!!!) Point 1 uses x1,y1,z1 and has a UV coordinate of U1,V1 = UVw 3 UV coords of 3 points in a triangle There are other methods of doing it and different ways of doing the maths so don't get confused if you see it done another way. You don't need to understand what's happening, it's there to show you how to get to the final equations. We use matrices found on the roswell spacecraft.Ī very clever person on gamesdev came up with this, so don't blame me if don't understand it, it works so we use it. So how do we determine the 3D corner points of a texture, UV(0,0), UV(0,1), UV(1,0), UV(1,1) given only UV coordinates from metasequoia? ![]() We are now left needing to do exactly the same thing as jagex and strip out all the UV info and just leave a texture fill area represented by a 3D triangle. Remember it's before openGL became popular on all platforms. Your 3D model triangle that the texture is linked to is like a triangular fill mask to say which bits to draw and which to not.Īt the lowest level a UV coordinate is ultimately converted to a 2D drawing area on the screen, jagex just removed the need to do the maths client side. You only really need to know the top corner and the length and width to draw the entire texture as a square area. Try to think of the 'texture triangle' as a square area. ![]() The triangle represents a square plane of the entire texture. Instead a 3D triangle is used to determine the area to be filled with pixels from the image. ![]() In the client a texture is not stored as UV coordinates. To find the 3D triangle that runescape clients use to draw textures onto model parts. Here is an example of some of the models I made (Mr.P did the first half of the wings) I wish i remember how I did it and I wish my old posts & sites explaining how to do it still existed but they don't. This file explain everything about texturing if someone has the time PLEASE refigure out how it was once done. Turns out my friend who had reached out for help had downloaded this file before it expired (idk what the odds of this were) Anyways he sent it to me and we found this text file on the inside. Well he seems to pop up every once in awhile and someone reached out to me about texturing models and after scanning the archive of the web I found a post he poped up on which has a unreleased version of the dat maker. Potatohead if anyone remembers him I hope so because he created the DAT Maker. Well its been a long time and TBH i cannot remember how you texture models anymore.
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