Author Topic: Texture not using UV map in software mode  (Read 1731 times)

Offline ErDetEnAnd?

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Texture not using UV map in software mode
« on: December 30, 2008, 06:04:26 pm »
If the texture fits a 2^x size, say 1024x1024, it is not scaled according to the UV map - this behaviour only for the software render. If it doesn't fit a 2^x size it is scaled and UV assigned correctly.

I've only tried this for textures larger than the object its assigned to.

Offline EgonOlsen

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Re: Texture not using UV map in software mode
« Reply #1 on: December 30, 2008, 08:15:33 pm »
Try to call build() after assigning the texture to the object (or at least Object3D.recreateTextureCoords()). The software renderer needs some additional processing if the texture isn't 256*256, which both methods will do.

Offline ErDetEnAnd?

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Re: Texture not using UV map in software mode
« Reply #2 on: December 30, 2008, 08:31:37 pm »
Argh... thx