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  Topic: About tex_matrix in sTextureMapping structure.
takuhiro

Replies: 9
Views: 10860

PostForum: Grome 1, 2 - SDK Developer   Posted: Tue Oct 19, 2010 1:20 pm   Subject: About tex_matrix in sTextureMapping structure.
I cannot reproduce texture mapping that uses texgen planes in Direct3D10 application.
Please make a simple Direct3D10 program.

Crying or Very sad
  Topic: Rotation H effect bug
takuhiro

Replies: 8
Views: 6648

PostForum: Grome 1, 2 - Bug Reporting   Posted: Fri Oct 15, 2010 6:47 am   Subject: Rotation H effect bug
Grome2 version is 02.00.36 - 64bit Customized.
  Topic: Rotation H effect bug
takuhiro

Replies: 8
Views: 6648

PostForum: Grome 1, 2 - Bug Reporting   Posted: Fri Oct 15, 2010 6:25 am   Subject: Rotation H effect bug
Why does not rotation H become effective when 0 is set in rotation V ?
If it sets the value of 0 or more in rotation V, the effect becomes effective.

Even if what numerical value is set in rotatio ...
  Topic: About tex_matrix in sTextureMapping structure.
takuhiro

Replies: 9
Views: 10860

PostForum: Grome 1, 2 - SDK Developer   Posted: Thu Oct 14, 2010 7:01 am   Subject: About tex_matrix in sTextureMapping structure.
I do not understand the usage of texture generation planes.
I think that I become the following when the sample is used as it is.


matTexGen.m[0][0] = f4TexPlaneS.x ; // texgen_pl ...
  Topic: About tex_matrix in sTextureMapping structure.
takuhiro

Replies: 9
Views: 10860

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Oct 13, 2010 9:20 am   Subject: About tex_matrix in sTextureMapping structure.
Could you see because it sends the program that I made?
Or, could you provide Direct3D11 program that operates for Right-handed coordinate system because programming is unskilled.
  Topic: About tex_matrix in sTextureMapping structure.
takuhiro

Replies: 9
Views: 10860

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Oct 13, 2010 7:09 am   Subject: About tex_matrix in sTextureMapping structure.
By the way, texture matrix acquired from Grome2 plugin program is seen for Left-handed coordinate system.

Scale U = 5
Scale V = 5
Offset U = 0
Offset V = 0
Rotation Spin = 45 deg
Rotation H = ...
  Topic: About tex_matrix in sTextureMapping structure.
takuhiro

Replies: 9
Views: 10860

PostForum: Grome 1, 2 - SDK Developer   Posted: Tue Oct 12, 2010 12:22 pm   Subject: About tex_matrix in sTextureMapping structure.
Thank you for your fast answer.
It seems to have been able to calculate same texture matrix by sample.
However, I do not understand the method of actually using it.
How should I do to use it on Dir ...
  Topic: About tex_matrix in sTextureMapping structure.
takuhiro

Replies: 9
Views: 10860

PostForum: Grome 1, 2 - SDK Developer   Posted: Sat Oct 09, 2010 5:21 am   Subject: About tex_matrix in sTextureMapping structure.
Hi.

There is a variable named 'tex_matrix' in sTextureMapping structure.

Please teach the computational method of this matrix.
Is it computable by the use of scale, rotation, offset and texgen_ ...
  Topic: About UV offset.
takuhiro

Replies: 3
Views: 8851

PostForum: Grome 1, 2 - General Discussion   Posted: Tue Aug 03, 2010 1:42 am   Subject: About UV offset.
It is not a value that can be input but it is a looping value.
The texture seems to have looped by the value from 0 to 1000.

Offset 0
**o**
*ooo*
**o**

Offset 500
****o
o**oo
****o

Off ...
  Topic: About UV offset.
takuhiro

Replies: 3
Views: 8851

PostForum: Grome 1, 2 - General Discussion   Posted: Fri Jul 30, 2010 9:43 am   Subject: About UV offset.
Hi.

I put the texture on terrain.
When the offset is set, the ranges are from 0 to 1000 ?
  Topic: Alpha mask export bug.
takuhiro

Replies: 4
Views: 6879

PostForum: Grome 1, 2 - SDK Developer   Posted: Tue May 25, 2010 12:56 am   Subject: Alpha mask export bug.
A similar problem occurred in the ExpTxt sample plugins.
I sent 'licu at quadsoftware.com' the image with which the mask was united by Photoshop.
  Topic: Alpha mask export bug.
takuhiro

Replies: 4
Views: 6879

PostForum: Grome 1, 2 - SDK Developer   Posted: Fri May 21, 2010 12:35 pm   Subject: Alpha mask export bug.
Thank you for the reply.

This problem seems to occur only by 512*512 AlphaMask.
Version of Grome is 02.00.36 64bit.
The problem did not occur by 256*256 alphaMask.
The result did not change thou ...
  Topic: Alpha mask export bug.
takuhiro

Replies: 4
Views: 6879

PostForum: Grome 1, 2 - SDK Developer   Posted: Fri May 21, 2010 7:05 am   Subject: Alpha mask export bug.
I try to export alpha mask.
The noise mixes when the alpha mask is exported as follows.

lpoImage->CopyTo( strAlphaMaskFilename.c_str(), C_IMG_TYPE_DDS, C_IMG_PIXEL_LUMINANCE ) ;

The noise a ...
  Topic: Method of rotating texture
takuhiro

Replies: 2
Views: 5177

PostForum: Grome 1, 2 - SDK Developer   Posted: Tue May 11, 2010 1:46 am   Subject: Method of rotating texture
I immediately examine it.
Thankyou.
  Topic: Method of rotating texture
takuhiro

Replies: 2
Views: 5177

PostForum: Grome 1, 2 - SDK Developer   Posted: Mon May 10, 2010 2:10 am   Subject: Method of rotating texture
I put the texture on terrain, and rotated it.
I try to display it by Direct3D.
Could you teach the method of reflecting Rotation( Spin, H, V ) in UV?
It is not correctly displayed though I wrote a ...
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