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texture rendering... in h55
Wednesday, 7 May 2003 Wed, 7 May '03
Daniele Colajacomo wrote:
Ok, I've spent enough time on this... maybe it's a bug or else I'm just missing out something. I have to admit I've just recently started getting my feet wet with vex shaders and vops, so forgive my ignorance. 1 - I am under the impression that the only way I can render a textured object is by : 1a - using a texture or colormap vex operator in a vex shader 2a - adding a layer sop to my geometry before assigning UV's 2a - importing the texture uvs into the vex shader through the shader layer parameter vop and feeding them to the texture or colormap. Question: is there any other more straightforward way? (i.e. without using the layer sop and shader layer parm vop) 2 - Whether or not there is any other way, I can't get the above method to work. My shading layer parameter is 1, my layer sop parameter is 1 and it precedes the texture operator which is also the render sop. Yet the shading layer parameter tells me it's not bound, and theHi Dani You don't need to use a layer SOP. If you do the shading layer VOP is looking to haul in uv1, uv2 etc. So check you have the right uvs in geometry and double check you are importing these. Your mistake is you need to place the texture operator *after* the layer SOP. that way it knows which layer it's in. So it's like saying, set layer to 1, assign uvs on current layer. You can just assign UV coordinates normally, without all the layer bizo. Now you can bring these in to VOPs using a parameter VOP to haul in your uv values and check the "use input value..." box. Then split with a vector to float and pipe into s and t. should work fine n dandy