[WF-Protocols] Summary of ideas from wallaba's first proposal -
meshes only
Aric Cyr
acyr at alumni.uwaterloo.ca
Mon Jul 7 14:52:17 PDT 2003
On Sun, Jul 06, 2003 at 04:55:14PM +0200, Aglanor wrote:
> BTW,
>
> On Sun, 2003-07-06 at 03:54, Eason Choo wrote:
> >
> > so the model format will become:
> [...]
>
> > * UVs (1 or more) <-- each chunk represents a layer
>
>
> Correct me if I'm wrong, but UV is for 2D texture coordinates mapping,
> right? Perhaps we should allow for multiple-dimensional textures, at
> least from 1D to 4D.
>
> 1D are to be used for colors, color gradients, cel shading, etc.
> 3D are to be used for cube maps, normal maps or volume textures. For an
> use of 4D textures see:
> http://www.cepba.upc.es/docs/sgi_doc/SGI_Developer/books/OpenGLonSGI/sgi_html/ch07.html#id83592
I'd have to agree that limiting to 2D or 3D for texture coordinates
seems a little unnecessary. 1D should be possible, and by Aglanor's
suggestion 4D probably should as well.
However for 4D, I don't quite understand how specifying the projection
coordinate 'q' would be useful to have in a mesh definition. Most
texture effects (shadows, texture projection) would require 'q' to be
calculated on the fly I think. The only examples of 4D textures I
could find on the SGI site were in relation to colour sapce
conversions, which aren't related to mesh definitions much at all.
I'd be interested in knowing other examples however!
Worldforge lurker,
Aric
--
Aric Cyr <acyr at alumni dot uwaterloo dot ca>
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