3ds with max's texture coordinates
Started by urika, Aug 10 2003 01:20 PM
32 replies to this topic
#21
Posted 04 September 2003 - 03:05 PM
Hi guys,
can you tell me how to flip y coords ? have you some code?
I have a problem with TGA and JPG file, while with BMP file all looks great!
can you tell me how to flip y coords ? have you some code?
I have a problem with TGA and JPG file, while with BMP file all looks great!
#22
Posted 05 September 2003 - 12:18 PM
Can anyone help me ? :unsure:
#23
Posted 05 September 2003 - 03:30 PM
Try this:
I didn't check if it works though
unsigned char *temp = new unsigned char[width * height * 4];
memcpy(temp, data, width * height * 4);
for(j = 0; j < height; j++)
{
memcpy(&data[((height-1) - j)*4*width], &temp[j*4*width], 4*width);
}
delete[] temp;
I didn't check if it works though
#24
Posted 05 September 2003 - 03:45 PM
Vifani said:
Hi guys,
can you tell me how to flip y coords ? have you some code?
I have a problem with TGA and JPG file, while with BMP file all looks great!
can you tell me how to flip y coords ? have you some code?
I have a problem with TGA and JPG file, while with BMP file all looks great!
davepermen.net
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#25
Posted 05 September 2003 - 04:09 PM
apex said:
Try this:
I didn't check if it works though :D
unsigned char *temp = new unsigned char[width * height * 4];memcpy(temp, data, width * height * 4);for(j = 0; j < height; j++){ memcpy(&data[((height-1) - j)*4*width], &temp[j*4*width], 4*width);}delete[] temp;
I didn't check if it works though :D
davepermen the problem is caused by the different data order stored in JPG and TGA. The texture coords are generated by 3D Studio Max so that are surely exact (with BMP all works fine!).
Have anyone ideas to solve this problem ?
#26
Posted 05 September 2003 - 04:18 PM
With BMP

With TGA

With TGA
#27
Posted 05 September 2003 - 09:28 PM
this looks like some tga loading error... check your loader... it might be a cast error... this kind of error might be induced by some really small bug in your code... double check everything
If Prolog is the answer, what is the question ?
#28
Posted 05 September 2003 - 09:46 PM
The problem is the texture resolution. When I use a resolution such as 510x1001 the problem is present. if I use a texture 512x1024 all look fine!
This is normal for you ?
With BMP I can use all texture that I need without any limits (2048x2048 is the hardware limit).
This is normal for you ?
With BMP I can use all texture that I need without any limits (2048x2048 is the hardware limit).
#29
Posted 06 September 2003 - 05:16 AM
It doesn't look to me that your y-coords is flipped; It seems to me that you loaded the file incorrectly.
Could you show some code as to how you're loading the image?
Oh, btw, I think you're only supposed to load images in power of 2's
Could you show some code as to how you're loading the image?
Oh, btw, I think you're only supposed to load images in power of 2's
#30
Posted 06 September 2003 - 09:22 AM
The code is the same of GameTutorials.com
tImageTGA *t3DModel::LoadTGA(const char *filename)
{
tImageTGA *pImageData = NULL; // This stores our important image data
WORD width = 0, height = 0; // The dimensions of the image
byte length = 0; // The length in bytes to the pixels
byte imageType = 0; // The image type (RLE, RGB, Alpha...)
byte bits = 0; // The bits per pixel for the image (16, 24, 32)
FILE *pFile = NULL; // The file pointer
int channels = 0; // The channels of the image (3 = RGA : 4 = RGBA)
int stride = 0; // The stride (channels * width)
int i = 0; // A counter
// This function loads in a TARGA (.TGA) file and returns its data to be
// used as a texture or what have you. This currently loads in a 16, 24
// and 32-bit targa file, along with RLE compressed files. Eventually you
// will want to do more error checking to make it more robust. This is
// also a perfect start to go into a modular class for an engine.
// Basically, how it works is, you read in the header information, then
// move your file pointer to the pixel data. Before reading in the pixel
// data, we check to see the if it's an RLE compressed image. This is because
// we will handle it different. If it isn't compressed, then we need another
// check to see if we need to convert it from 16-bit to 24 bit. 24-bit and
// 32-bit textures are very similar, so there's no need to do anything special.
// We do, however, read in an extra bit for each color.
// Open a file pointer to the targa file and check if it was found and opened
if((pFile = fopen(filename, "rb")) == NULL)
{
// Display an error message saying the file was not found, then return NULL
MessageBox(istanza.hWnd, "Unable to load TGA File!", "Error", MB_OK);
return NULL;
}
// Allocate the structure that will hold our eventual image data (must free it!)
pImageData = (tImageTGA*)malloc(sizeof(tImageTGA));
// Read in the length in bytes from the header to the pixel data
fread(&length, sizeof(byte), 1, pFile);
// Jump over one byte
fseek(pFile,1,SEEK_CUR);
// Read in the imageType (RLE, RGB, etc...)
fread(&imageType, sizeof(byte), 1, pFile);
// Skip past general information we don't care about
fseek(pFile, 9, SEEK_CUR);
// Read the width, height and bits per pixel (16, 24 or 32)
fread(&width, sizeof(WORD), 1, pFile);
fread(&height, sizeof(WORD), 1, pFile);
fread(&bits, sizeof(byte), 1, pFile);
// Now we move the file pointer to the pixel data
fseek(pFile, length + 1, SEEK_CUR);
// Check if the image is RLE compressed or not
if(imageType != TGA_RLE)
{
// Check if the image is a 24 or 32-bit image
if(bits == 24 || bits == 32)
{
// Calculate the channels (3 or 4) - (use bits >> 3 for more speed).
// Next, we calculate the stride and allocate enough memory for the pixels.
channels = bits / 8;
stride = channels * width;
pImageData->data = new unsigned char[stride * height];
// Load in all the pixel data line by line
for(int y = 0; y < height; y++)
{
// Store a pointer to the current line of pixels
unsigned char *pLine = &(pImageData->data[stride * y]);
// Read in the current line of pixels
fread(pLine, stride, 1, pFile);
// Go through all of the pixels and swap the B and R values since TGA
// files are stored as BGR instead of RGB (or use GL_BGR_EXT verses GL_RGB)
for(i = 0; i < stride; i += channels)
{
int temp = pLine[i];
pLine[i] = pLine[i + 2];
pLine[i + 2] = temp;
}
}
}
// Check if the image is a 16 bit image (RGB stored in 1 unsigned short)
else if(bits == 16)
{
unsigned short pixels = 0;
int r=0, g=0, b=0;
// Since we convert 16-bit images to 24 bit, we hardcode the channels to 3.
// We then calculate the stride and allocate memory for the pixels.
channels = 3;
stride = channels * width;
pImageData->data = new unsigned char[stride * height];
// Load in all the pixel data pixel by pixel
for(int i = 0; i < width*height; i++)
{
// Read in the current pixel
fread(&pixels, sizeof(unsigned short), 1, pFile);
// To convert a 16-bit pixel into an R, G, B, we need to
// do some masking and such to isolate each color value.
// 0x1f = 11111 in binary, so since 5 bits are reserved in
// each unsigned short for the R, G and B, we bit shift and mask
// to find each value. We then bit shift up by 3 to get the full color.
b = (pixels & 0x1f) << 3;
g = ((pixels >> 5) & 0x1f) << 3;
r = ((pixels >> 10) & 0x1f) << 3;
// This essentially assigns the color to our array and swaps the
// B and R values at the same time.
pImageData->data[i * 3 + 0] = r;
pImageData->data[i * 3 + 1] = g;
pImageData->data[i * 3 + 2] = b;
}
}
// Else return a NULL for a bad or unsupported pixel format
else
return NULL;
}
// Else, it must be Run-Length Encoded (RLE)
else
{
// First, let me explain real quickly what RLE is.
// For further information, check out Paul Bourke's intro article at:
// http://astronomy.swin.edu.au/~pbourke/dataformats/rle/
//
// Anyway, we know that RLE is a basic type compression. It takes
// colors that are next to each other and then shrinks that info down
// into the color and a integer that tells how much of that color is used.
// For instance:
// aaaaabbcccccccc would turn into a5b2c8
// Well, that's fine and dandy and all, but how is it down with RGB colors?
// Simple, you read in an color count (rleID), and if that number is less than 128,
// it does NOT have any optimization for those colors, so we just read the next
// pixels normally. Say, the color count was 28, we read in 28 colors like normal.
// If the color count is over 128, that means that the next color is optimized and
// we want to read in the same pixel color for a count of (colorCount - 127).
// It's 127 because we add 1 to the color count, as you'll notice in the code.
// Create some variables to hold the rleID, current colors read, channels, & stride.
byte rleID = 0;
int colorsRead = 0;
channels = bits / 8;
stride = channels * width;
// Next we want to allocate the memory for the pixels and create an array,
// depending on the channel count, to read in for each pixel.
pImageData->data = new unsigned char[stride * height];
byte *pColors = new byte [channels];
// Load in all the pixel data
while(i < width*height)
{
// Read in the current color count + 1
fread(&rleID, sizeof(byte), 1, pFile);
// Check if we don't have an encoded string of colors
if(rleID < 128)
{
// Increase the count by 1
rleID++;
// Go through and read all the unique colors found
while(rleID)
{
// Read in the current color
fread(pColors, sizeof(byte) * channels, 1, pFile);
// Store the current pixel in our image array
pImageData->data[colorsRead + 0] = pColors[2];
pImageData->data[colorsRead + 1] = pColors[1];
pImageData->data[colorsRead + 2] = pColors[0];
// If we have a 4 channel 32-bit image, assign one more for the alpha
if(bits == 32)
pImageData->data[colorsRead + 3] = pColors[3];
// Increase the current pixels read, decrease the amount
// of pixels left, and increase the starting index for the next pixel.
i++;
rleID--;
colorsRead += channels;
}
}
// Else, let's read in a string of the same character
else
{
// Minus the 128 ID + 1 (127) to get the color count that needs to be read
rleID -= 127;
// Read in the current color, which is the same for a while
fread(pColors, sizeof(byte) * channels, 1, pFile);
// Go and read as many pixels as are the same
while(rleID)
{
// Assign the current pixel to the current index in our pixel array
pImageData->data[colorsRead + 0] = pColors[2];
pImageData->data[colorsRead + 1] = pColors[1];
pImageData->data[colorsRead + 2] = pColors[0];
// If we have a 4 channel 32-bit image, assign one more for the alpha
if(bits == 32)
pImageData->data[colorsRead + 3] = pColors[3];
// Increase the current pixels read, decrease the amount
// of pixels left, and increase the starting index for the next pixel.
i++;
rleID--;
colorsRead += channels;
}
}
}
// Free up pColors
delete[] pColors;
}
// Close the file pointer that opened the file
fclose(pFile);
// Fill in our tImageTGA structure to pass back
pImageData->channels = channels;
pImageData->sizeX = width;
pImageData->sizeY = height;
// Return the TGA data (remember, you must free this data after you are done)
return pImageData;
}
#31
Posted 06 September 2003 - 06:19 PM
as apex said. with opengl you are only allowed to use pow 2 textures. if you use other resolutions the result is unpredictable
If Prolog is the answer, what is the question ?
#32
Posted 06 September 2003 - 08:26 PM
Thank you guys. I have already implemented also DXTC 1, 3 and 5 texture compression. :)
#33
Posted 10 September 2003 - 10:11 PM
well, the pow2 will change with gl1.5.. can't wait.. new drivers are not yet gl1.5 :(
davepermen.net
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
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