I'm just trying to program my own gridmesh and i would like to know if it is possible to apply more than one set of uv's to a mesh.
The first material layer should repeat a small texture to cover the whole grid. Now i want to apply another layer with
a bigger texture and for this texture i need new uv coordinates.
Regards
A.D.
Multiple UV-Coordinates
Multiple UV-Coordinates
Repeat
PureBasic
ForEver
PureBasic
ForEver
Re: Multiple UV-Coordinates
are multiple uv's possible at all with the current version ??? Is there a way to import functions of the ogre.dll which are currently unsupported ??? Somebody a little bit more experienced in Ogre ???
Repeat
PureBasic
ForEver
PureBasic
ForEver
Re: Multiple UV-Coordinates
I don't know if you can have a layer over another layer. I never heard of multiple uv's over the same area. Maybe I'm misunderstanding you. But you can have multiple textures per model. I have a model of a character that has five textures instead of using one. For example, hair texture, face texture, torso texture and so on...
www.posemotion.com
PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef
Even the vine knows it surroundings but the man with eyes does not.
PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef
Even the vine knows it surroundings but the man with eyes does not.
-
DarkDragon
- Addict

- Posts: 2348
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
Re: Multiple UV-Coordinates
Sure, its possible to have multiple UV coordinates on one vertex. Thats part of multitexturing in DirectX and OpenGL, but the engine (OGRE) has to accept it, too. So at the moment I see no other method than using material scripts and maybe shaders to calculate the other texture coordinates. If its just scaling you need no shaders, but material scripts.J. Baker wrote:I don't know if you can have a layer over another layer. I never heard of multiple uv's over the same area. Maybe I'm misunderstanding you. But you can have multiple textures per model. I have a model of a character that has five textures instead of using one. For example, hair texture, face texture, torso texture and so on...
bye,
Daniel
Daniel
Re: Multiple UV-Coordinates
@Dark Dragon
Thanks for your advice. Already read your posting about normalmapping in ogre by using materialskripts. Not that easy to understand the ogre manuals when using PureBasic.
But i will give it another try. How would you do for e.g. a blood splatter on a floor (plane or grid) ??? Puh, 3D is not that easy at all....
@J.Baker
At the moment im using Wings for modelling. But yet i haven't achieved to use more than one texture for different parts of my model. Truly, i'm completely newbish with 3D.
How do you load your modell in Purebasic with different textures? Does the model consist of different meshes or is it afterwards one piece????
Greetz
Alexander
Thanks for your advice. Already read your posting about normalmapping in ogre by using materialskripts. Not that easy to understand the ogre manuals when using PureBasic.
But i will give it another try. How would you do for e.g. a blood splatter on a floor (plane or grid) ??? Puh, 3D is not that easy at all....
@J.Baker
At the moment im using Wings for modelling. But yet i haven't achieved to use more than one texture for different parts of my model. Truly, i'm completely newbish with 3D.
How do you load your modell in Purebasic with different textures? Does the model consist of different meshes or is it afterwards one piece????
Greetz
Alexander
Repeat
PureBasic
ForEver
PureBasic
ForEver
-
DarkDragon
- Addict

- Posts: 2348
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
Re: Multiple UV-Coordinates
With decals.A.D. wrote:But i will give it another try. How would you do for e.g. a blood splatter on a floor (plane or grid) ???
http://www.gamedev.net/reference/articl ... le1986.asp
But with OGRE I don't know at the moment.
bye,
Daniel
Daniel
