3__ Posted October 11, 2005 Share Posted October 11, 2005 attached pic is of a poly with vex_decal. I'm getting this sort of viewport display error quite often, any ideas on how to fix? -cpb Quote Link to comment Share on other sites More sharing options...
edward Posted October 11, 2005 Share Posted October 11, 2005 I think you need to minimize mplay and let it go through the whole flipbook first. Quote Link to comment Share on other sites More sharing options...
3__ Posted October 12, 2005 Author Share Posted October 12, 2005 uh sorry, what I meant was that the uvs in the viewport do not match the uvs in the render... -cpb Quote Link to comment Share on other sites More sharing options...
DaJuice Posted October 12, 2005 Share Posted October 12, 2005 That sort of looks like PlayStation1 graphics. The PlayStation didn't support perspective correction, so at shallow angles the textures would dance around. Not sure what's going on here though, sorry. Quote Link to comment Share on other sites More sharing options...
edward Posted October 12, 2005 Share Posted October 12, 2005 I think it's gonna a lot easier with a hip file to look at. PS. Which build? Quote Link to comment Share on other sites More sharing options...
deecue Posted October 12, 2005 Share Posted October 12, 2005 i can't help but can provide an example with hope of someone else capable of helping.. H7 uvtexture.zip Quote Link to comment Share on other sites More sharing options...
edward Posted October 12, 2005 Share Posted October 12, 2005 In OpenGL, the underlying quad is converted into triangles but mantra doesn't do that. Quote Link to comment Share on other sites More sharing options...
deecue Posted October 12, 2005 Share Posted October 12, 2005 do all poly's get converted to triangles in opengl? Quote Link to comment Share on other sites More sharing options...
edward Posted October 12, 2005 Share Posted October 12, 2005 Yep. In this case, it's Houdini doing it but I pretty sure the OpenGL driver would do it as well if Houdini didn't. Quote Link to comment Share on other sites More sharing options...
deecue Posted October 12, 2005 Share Posted October 12, 2005 interesting.. never knew.. thanks for the tidbit of information there edward.. will keep that in mind.. Quote Link to comment Share on other sites More sharing options...
3__ Posted October 13, 2005 Author Share Posted October 13, 2005 Thanks all for the info, Max has the same problem, only it renders like that too! wonder if its different with openGL2, anyone with LW8.5 + OGL2 hardware care to test? -cpb Quote Link to comment Share on other sites More sharing options...
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