Micro3d: Texture is distorted too much on primitives, when camera is close!! | developer.brewmp.com Micro3d: Texture is distorted too much on primitives, when camera is close!! | developer.brewmp.com

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Micro3d: Texture is distorted too much on primitives, when camera is close!!

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Hi,

Did anyone find any problem with texture mapping on primitives in Micro3d. I was trying to map a checkered texture onto a quadrilateral polygon in perspective mode. But when the camera is close to the polygon, the texture is too distorted. Did anyone face that problem. Is there a solution for it?

Thanks.

Micro3d makes some sacrifices for fast 3D.
1. Internally, all textures are 256X256, no texture wrapping supported.
2. Has basic midpoint distance-based sorting per triangle, no zbuffer
3. No texture perspective correction is done
#3 is the what you're seeing. All I can suggest is A, play with your FOV (can make a big difference) and B, add a ton of verts to areas that need to look better. (the floor, the eye level walls, etc)
Note that for "always facing the camera" sprites it will look ok, the warping happens when you view the triangles at an angle.

Micro3d makes some sacrifices for fast 3D.
1. Internally, all textures are 256X256, no texture wrapping supported.
2. Has basic midpoint distance-based sorting per triangle, no zbuffer
3. No texture perspective correction is done
#3 is the what you're seeing. All I can suggest is A, play with your FOV (can make a big difference) and B, add a ton of verts to areas that need to look better. (the floor, the eye level walls, etc)
Note that for "always facing the camera" sprites it will look ok, the warping happens when you view the triangles at an angle.

Hi mrfun,
Where did you get these informations from? I couldn't find it in the documentation. Also if you could explain how multitexturing is done, with some code fragment, i will be very grateful.
Also, in the documentation, it is said that bone animation is supported. But nothing is mentioned later on.
One more doubt. about model state. IMicro3D_Figure_setPattern() is used to set the model state. But in the first place how do you set the model state from 3d tool?
Thanks,

Hi mrfun,
Where did you get these informations from? I couldn't find it in the documentation. Also if you could explain how multitexturing is done, with some code fragment, i will be very grateful.
Also, in the documentation, it is said that bone animation is supported. But nothing is mentioned later on.
One more doubt. about model state. IMicro3D_Figure_setPattern() is used to set the model state. But in the first place how do you set the model state from 3d tool?
Thanks,

Hi mthomas,
I just double checked - this information is definitely in the documentation that is included with the extension zips. You might want to read through it again.
For rendering a model with multiple textures, I suggest reading the section called "Rendering a multi-texture model" in the programmer's manual.
NOTE: This means using more than one texture bitmap on a single model, it does NOT mean you can blend textures on a single triangle.
Bone animation is supported, notice that the dog demo uses bone animation.
Some terminology help:
Figure = Model
Action/mtra = animation data
You would use IMICRO3D_ActTable_loadMtraData to load the animation data, then you would use IMICRO3D_Figure_setPosture before rendering. This also lets you set which animation frame to render, notice that (10 * 65536) would mean frame 10. You don't need to mess with patterns at all.
NOTE: From the mascot capsule/micro3d site you can download the 3dsmax exporter and other utilities, these also include documentation you should read.

Hi mthomas,
I just double checked - this information is definitely in the documentation that is included with the extension zips. You might want to read through it again.
For rendering a model with multiple textures, I suggest reading the section called "Rendering a multi-texture model" in the programmer's manual.
NOTE: This means using more than one texture bitmap on a single model, it does NOT mean you can blend textures on a single triangle.
Bone animation is supported, notice that the dog demo uses bone animation.
Some terminology help:
Figure = Model
Action/mtra = animation data
You would use IMICRO3D_ActTable_loadMtraData to load the animation data, then you would use IMICRO3D_Figure_setPosture before rendering. This also lets you set which animation frame to render, notice that (10 * 65536) would mean frame 10. You don't need to mess with patterns at all.
NOTE: From the mascot capsule/micro3d site you can download the 3dsmax exporter and other utilities, these also include documentation you should read.