Original Post
Hi guys,
I'm rendering assets originally created for a D3D pipeline with OpenGL. To account for the texture coordinate differences between the two API's, I am applying a simple transform to all V coordinates per vertex, namely V = 1.0f - V.
Now, this sort of works. However, I don't think it's quite right.
The U values seem to be reflected after this transform. For most models, the human visual system is not acute enough to actually tell a difference. Models which have text on them, however, clearly illustrate the problem. They look as if you wrote a sentence in MS Paint and then clicked 'flip horizontally'.
I'm just wondering if this side effect makes sense or maybe I'm doing something else wrong entirely.
I'm rendering assets originally created for a D3D pipeline with OpenGL. To account for the texture coordinate differences between the two API's, I am applying a simple transform to all V coordinates per vertex, namely V = 1.0f - V.
Now, this sort of works. However, I don't think it's quite right.
The U values seem to be reflected after this transform. For most models, the human visual system is not acute enough to actually tell a difference. Models which have text on them, however, clearly illustrate the problem. They look as if you wrote a sentence in MS Paint and then clicked 'flip horizontally'.
I'm just wondering if this side effect makes sense or maybe I'm doing something else wrong entirely.