I don't know too much about texturing and am trying to teach myself; in the Keyinput tut it explains the basics of manipulating texture coords with TextureBuffer. My question is why does the texture wrap perfectly on the TriMesh made in the tut but not on a quad TriMesh? (I have read the texture wiki page. :))
texture coords map each texel to a pixel position and since the mesh and the quad has different texture coords even different shapes, so the texture made for the mesh wont map nicely on the quad.
Okay, makes sense. So, how do I map textures onto the various primitives and get a predictable result?
And anyone suggest a particular piece of reading (online) that covers these topics? (in general or JME)
kj said:
Okay, makes sense. So, how do I map textures onto the various primitives and get a predictable result?
And anyone suggest a particular piece of reading (online) that covers these topics? (in general or JME)
u need to set the texture buffer of the geometry and that can be tricky if u r not doing it in a 3d editing tool. ppl usually model and texture the objects then animate them in 3d editing tool and load the exported model format into jme. this is a much better way than creating things by code.