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location Sweden
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visits member for 1 year, 11 months
seen Jan 31 at 9:02

C# application and webb developer, starting to get to know how XNA works when it come to 3D.


May
24
accepted Converting hexagon grid coordinate system
May
18
comment Converting hexagon grid coordinate system
Thanks for the answer! A bit late right now for me, see if I can give it a shot tomorrow.
May
18
revised Converting hexagon grid coordinate system
added 1 characters in body
May
18
asked Converting hexagon grid coordinate system
Aug
13
comment Textureing subdivided Icosahedron in XNA, seam problem
Ok. I'll rearrange the code to avoid arrays. Thanks for the tip.
Aug
12
revised Textureing subdivided Icosahedron in XNA, seam problem
Added how to use the solution this problem for others tha might get a simular issue.
Aug
12
accepted Textureing subdivided Icosahedron in XNA, seam problem
Aug
12
comment Textureing subdivided Icosahedron in XNA, seam problem
It works! Excellent my friend! I put it just before my to lines ' renderIndices = indices.ToArray(); renderVertecis = CalculateNormals(vertices.ToArray(), indices.ToArray());'
Aug
11
comment Textureing subdivided Icosahedron in XNA, seam problem
Sounds good to me. Have tried in different ways to duplicate the vertices and give them a index where the U (x) value is 0 and set them to 1 instead. Have not given any good results so far, thats why I rewrote my code as I thought it might be something else that I had not thought about. But did not give any result in the seam problem. Got some better looking code though :) Would be glad to see some code snippet idea to solve this issue.
Aug
11
awarded  Commentator
Aug
11
comment Textureing subdivided Icosahedron in XNA, seam problem
This MapUV dose not work that well with this type of shape. I sure get a better result with the GetTextureCoord I have set up.
Aug
11
revised Textureing subdivided Icosahedron in XNA, seam problem
Minor comment change to tell previuse code is not that big of intrest anymore as it is not in use as new code is placed in the Edited update text.
Aug
11
revised Textureing subdivided Icosahedron in XNA, seam problem
added 16994 characters in body
Aug
10
revised Textureing subdivided Icosahedron in XNA, seam problem
Added complete source code for the Icosahedron class
Aug
9
comment Textureing subdivided Icosahedron in XNA, seam problem
Thank you, will sure try this out. By the way, when you talk about altering you triangles. Do you have all uniqe vertices like I do with ' Dictionary<Vector3, int> vertexIndices = new Dictionary<Vector3, int>();' ? Just wondering.
Aug
7
awarded  Supporter
Aug
6
revised Textureing subdivided Icosahedron in XNA, seam problem
Edited titel as it actully is "Subdevided" also.
Aug
6
comment Textureing subdivided Icosahedron in XNA, seam problem
I can find a few vertices that have X= 0 as you say. Duplicate these and set there values X to 1. It gets real messy. Probably need to update the Indecies list to. Any idea about how this should be updated as the vertice at current point has been duplicated?
Aug
6
comment Textureing subdivided Icosahedron in XNA, seam problem
Ok, sounds like a good explanation. Thank you for it. I'll see if I can make some code to deal with this now then I know what too look for.
Aug
6
comment Textureing subdivided Icosahedron in XNA, seam problem
However as I run to build up the vertices to be used for rendering I have this 'if (!vertexIndices.ContainsKey(position))' that makes sure all are unique. If I remove it it wont work as vertice position already exist. So somehow where the seam is the vertecis must get duplicated. Wonder how to build a good way to identify the location of the seam so you knew what to duplicate and not.