You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It's already possible to specify custom textures in both F3D and libf3d --texture-XXX options.
Some file formats are expecting textures to be Y-flipped like GLTF for example (Flipping the texture is already done in the GLTF importer, but not the reader).
It could be useful to allow the user to transform the texture coordinates to do take that into account.
VTK supports texture coordinates transform, by setting a specific key on the actor, like the code below:
VTK expects a 4x4 matrix, but in our case we only support 2D texture coordinates, so we should expose the option as a 3x3 matrix.
Suggested F3D option is --textures-transform, suggested libf3d option is model.textures_transform.
Ideally, the option should be a new type transform2d_t defined in types.h storing 9 float values, and parsing methods should support things like:
you can start looking at it but it may conflicts with my ongoing work: #1609, so you may want to wait for this to be merged before actually implementting this.
It's already possible to specify custom textures in both F3D and libf3d
--texture-XXX
options.Some file formats are expecting textures to be Y-flipped like GLTF for example (Flipping the texture is already done in the GLTF importer, but not the reader).
It could be useful to allow the user to transform the texture coordinates to do take that into account.
VTK supports texture coordinates transform, by setting a specific key on the actor, like the code below:
VTK expects a 4x4 matrix, but in our case we only support 2D texture coordinates, so we should expose the option as a 3x3 matrix.
Suggested F3D option is
--textures-transform
, suggested libf3d option ismodel.textures_transform
.Ideally, the option should be a new type
transform2d_t
defined intypes.h
storing 9 float values, and parsing methods should support things like:flipY
->1, 0, 0, 0, -1, 0, 0, 0, 1
rotate(x) ->
cos(x), -sin(x), 0, sin(x), cos(x), 0, 0, 0, 1`translate(x, y)
->1, 0, 0, 0, 1, 0, x, y, 1
scale(x, y)
->x, 0, 0, 0, y, 0, 0, 0, 1
The text was updated successfully, but these errors were encountered: