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calculate texture coordinates

Started by arkerone Feb 25, 2012 at 3:57 PM 5 replies 1.5k views
Original Post
arkerone
arkerone
Hello everyone,
I created a map using a heightmap and i have a question
how to correctly calculate texture coordinates for a texture that will be repeated on my map?

Thx!smile.png
kauna
kauna
Hi,

You can use the position of the vertex multiplied by some factor to get a texture to repeat over the terrain.

If you are using shaders you may so something like this in the vertex shader:

out.texcoord.xy = world_space_position.xy * factor;

where factor tells how many times the texture is repeated per 1 unit. If your units are meters and the factor is 1 , then the texture is repeated once every meter.

Cheers!
arkerone
arkerone
Thx , i have another problem, the texture isn't the same color as on my original image. an idea of the problem?
kauna
kauna
Hi,

Can you be a bit more specific? Like are the colors totally different than you expect (for example some of the RGB channels are swapped) or the texture is too bright / too dark (for example issue with gamma correction).

A screen shot also could help out a lot. Like, what you have and what you are supposed to have.

Cheers!
arkerone
arkerone
My texture :
terres.jpg

And my map with the texture, the color is different :

problemecb.jpg
arkerone
arkerone
I fix this problem with
DXUTSetIsInGammaCorrectMode(false);
kauna
kauna

I fix this problem with
DXUTSetIsInGammaCorrectMode(false);



Probably that's enough for now, but if you want to do things correctly, you should load your diffuse textures using the sRGB flag.

Cheers!

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