Texture local coordinates

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Re: Texture local coordinates

Postby jensverwiebe » Mon Apr 11, 2011 10:25 am

The issue must be in luxblend25 !
I just tested new coords implementation in luxblend0.1, there it works fine:


default.png
bricks, local mapped --> o.k.



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Re: Texture local coordinates

Postby Lord Crc » Mon Apr 11, 2011 10:30 am

Does LuxBlend25 still export all objects as instances? If so that could explain the difference.
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Re: Texture local coordinates

Postby jensverwiebe » Mon Apr 11, 2011 10:35 am

Lord, you are right, just tested: instanced meshes don´t map correct --> making it single user --> k again

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Re: Texture local coordinates

Postby dougal2 » Mon Apr 11, 2011 10:48 am

ARGH! :evil: :roll:
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Re: Texture local coordinates

Postby jensverwiebe » Mon Apr 11, 2011 10:52 am

dougal2 wrote:ARGH! :evil: :roll:


Before you do suicide, let´s wait if jeanphi can take transformations into account ;)

P:S.: live on, jeanphi will fixed it :)

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Re: Texture local coordinates

Postby jeanphi » Mon Apr 11, 2011 2:45 pm

Hi,

It should finally work but will require heavy testing, I'm not very confident with the change.

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Re: Texture local coordinates

Postby jensverwiebe » Mon Apr 11, 2011 2:51 pm

Sorry jeanphi, broken at runtime now, hangs in the stack at parsing

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Re: Texture local coordinates

Postby Lord Crc » Mon Apr 11, 2011 3:40 pm

I've pushed an attempt to fix the issue. The problem is that more than one shape in an instance (ie more than one triangle) forces the code to create an acceleration structure for the instanced primitives, and so the instance->GetShadingGeometry call fails.

That it hangs is because the failed call above floods the error event handler.
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Re: Texture local coordinates

Postby jeanphi » Tue Apr 12, 2011 3:09 am

Hi,

That's becoming plain ugly. I don't like it but can't find another way to check it. However I tested my fix and it was working with a cube (more than 1 triangle).

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Re: Texture local coordinates

Postby Lord Crc » Tue Apr 12, 2011 3:42 am

Hm, in the scene I tested a simple plane was wrapped in a QBVHAccel, hence the barf.

If the IntersectionData was a struct containing a union, we could put the ihandle thingy there... at least it would be in the right place...
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