| bio | website | |
|---|---|---|
| location | Sweden | |
| age | ||
| visits | member for | 9 months |
| seen | yesterday | |
| stats | profile views | 8 |
C# application and webb developer, starting to get to know how XNA works when it come to 3D.
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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. |
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May 18 |
revised |
Converting hexagon grid coordinate system added 1 characters in body |
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May 18 |
asked | Converting hexagon grid coordinate system |
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Aug 13 |
comment |
Textureing subdivided Icosahedron in XNA, seam problem Ok. I'll rearrange the code to avoid arrays. Thanks for the tip. |
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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. |
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Aug 12 |
accepted | Textureing subdivided Icosahedron in XNA, seam problem |
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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());' |
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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. |
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Aug 11 |
awarded | Commentator |
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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. |
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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. |
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Aug 11 |
revised |
Textureing subdivided Icosahedron in XNA, seam problem added 16994 characters in body |
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Aug 10 |
revised |
Textureing subdivided Icosahedron in XNA, seam problem Added complete source code for the Icosahedron class |
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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. |
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Aug 7 |
awarded | Supporter |
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Aug 6 |
revised |
Textureing subdivided Icosahedron in XNA, seam problem Edited titel as it actully is "Subdevided" also. |
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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? |
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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. |
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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. |
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Aug 6 |
comment |
Textureing subdivided Icosahedron in XNA, seam problem No, I dont have any duplicated vertices so far. Ill see if I can give it a go. |