Re: Applying textures

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Marcus Barnes (marcus++at++multigen.com)
Fri, 15 Dec 1995 22:04:35 -0800


On Dec 12, 10:42pm, Martin Quire wrote:
> Subject: Applying textures
>
> I have a problem and need immediate assistance...please!

Sorry ... I've been out of town.

> One of my vendors developed a set of .FLT files each containing
> a "billboard" model. Separately, they supplied some .RGBA files
> for applying to the billboards. They say the R, G, & B values
> are always zero, and the A values apparently hold the pattern.

This sounds like the texture file was not found. The loader would
issue a notice or warning. BTW: an IA texture would be better.

> When I try loading one of the .FLT files into my Perfly derivative
> VisSim application, the object seems to be loaded OK and is viewable,
> but it has no pattern on its surface. My questions go something
> like this:
>
> - Would it be normal for the .FLT file to have an internal reference
> to one of the .RGBA files to use as a texture or decal?

Yes.

> - If so, should the FLT loader take care of loading the texture and
> applying it to the object?

Yes it does.

> - If not, how do I explicitly load the RGBA file, associate its image
> data to a texture, and apply it to the object?

This is not needed for loaded geometry.

> - Does the use of zero (0) for the RGBs and the use of the image data
> in the A values, imply a certain type of texturing (e.g. DECAL) and
> associated modes and attributes which need to be set to successfully
> display the object with that type of image applied to its surface?

It's possible that the texture's .attr file specifies a BLEND texture which is
incorrect for RGBA textures. Try deleting the .attr file and see if that fixes
the problem.

[munch]

>-- End of excerpt from Martin Quire

Regards.

--
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