I ended up flipping the texture coordinates for cube maps in the shader. So the cube map textures start at -Y while regular textures start at positive Y. Seems that in cube maps, -Y is "up" while Z is "forward". Has anyone here dealt with this?ĮDIT: Thanks for the tips, guys! I also stumbled across this clarification: But the sky box (cube maps) are all upside-down? Do cube map y-coordinates go bottom-to-top? I'm incredibly confused. So how do I deal with this? I got my hands on an algorithm that flips the images when I'm loading them, so my models look as they should now. With this in mind, all my textures become upside down, which I've read is because OpenGL stores textures starting at the bottom left pixel while images are usually stored starting with the top left pixel. From what I understand, the texture coordinate system (UV or ST coordinates) has its origin at the top left corner. #Java lwjgl 2 texture upside down update#Once imported into your Unity project, you need to update the obj. Splashes Added 'Do it all, everything' Added 'Where there is not light, there can spider' Statistics Added new statistics. Activated by pressing Alt+F3 to display frame time bar chart in lower left of screen. 1.8.2 is compatible with 1.8 and 1.8.1 servers. As a solution to this, we stopped using Unity's default plane, and used our own plane, which is simply a low poly 2D square obj file. 1.8.2 is an update for Minecraft which was released on February 19, 2015. But there's one thing where either he is skipping it or I'm completely fooled: texture coordinates. Unfortunately, some materials will fail to display if the tiling is set to -1, -1. Original Title: OpenGL I have a Dell Inspiron specs, Processor: Intel R Core 2 Duo CPU 2. I've been following Thinmatrix' (awesome) tutorial on YouTube.
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