Lets say I have 4 verticies and their texture coordinates. How could I then figure out the texture coords of a 5th vertex?
Thanks
say I have:
v1 = (0,0) tex coord(1,0)
v2....
v3...
v4...
v5 = (15,15) tex coord = ??
yea linear interpolation I suppose,
To figure out the coords I do:
vec.x / polywidth;
vec.y / polyheight;
texture mapping is about mapping a 2d space to your 3d model. There is no generic way to extrapolate texture coordinates, because those completely depend on how you want to map your texture to your surface. More to the point, there are many possible texture coordinates, that will map a different part of your texture to your mesh.
Now... If your mesh is a regular 2D grid (a special case), on which you want to map a texture uniformly (another special case), then yeah, linear interpolation of the texture coordinates based on the vertex positions would work.
Related
Suppose that we have a triangle mesh without information about normals and texture coordinates.
(Basically an OBJ file with only vertices and face elements).
The objective is to show something decent using Opengl with a program written in C.
To calculate the normals of every triangle is easy...
But what about texture mapping?
Can anyone recommend me a simple algorithm/documentation/resource to map the normalized UV coordinates of an image to a generic mesh of triangles?
(For a mesh with a single triangle it is easy, ex: [0][0], [1][0], [0][1])
The result doesn't have to be perfect, even professional softwares can't do that without UV unwrapping and UV seams.
The only algorithm I know is for 2D screen coordinates (screen space):
I already answered a question similar to this here, focus on the algorithm (ie., texturePos = (vPos - 0.5) * 2) of conversion between textureCoords and 2D vertices
EDIT:
Note; The following is a theory:
There might be a method with 3D space. Eventually the transformations lead to the vertices being rendered in 2D screen coordinates.
local space --> world space --> view space --> NDC space --> screen coordinates
Using the general convention above and the 3 matrices (Model, View, Projection),
and since the vertices will end up in 2D space, you could create some form of algorithm to back track the textureCoordinates using the inverse Matrices back to 3D space and move on from there.
This, btw, still is not a defined and perfect algorithm (maybe there is and someone will edit and add the algorithm here in the future...)
I have a texture of the earth which I want to map onto a sphere.
As it is a unit sphere and the model itself has no texture coordinates, the easiest thing I could think of is to just calculate spherical coordinates for each vertex and use them as texture coordinates.
textureCoordinatesVarying = vec2(atan(modelPositionVarying.y, modelPositionVarying.x)/(2*M_PI)+.5, acos(modelPositionVarying.z/sqrt(length(modelPositionVarying.xyz)))/M_PI);
When doing this in the fragment shader, this works fine, as I calculate the texture coordinates from the (interpolated) vertex positions.
But when I do this in the vertex shader, which I also would do if the model itself has texture coordinates, I get the result as shown in the image below. The vertices are shown as points and a texture coordinate (u) lower than 0.5 is red while all others are blue.
So it looks like that the texture coordinate (u) of two adjacent red/blue vertices have value (almost) 1.0 and 0.0. The variably is then smoothly interpolated and therefore yields values somewhere between 0.0 and 1.0. This of course is wrong, because the value should either be 1.0 or 0.0 but nothing in between.
Is there a way to work with spherical coordinates as texture coordinates without getting those effects shown above? (if possible, without changing the model)
This is a common problem. The seams between two texture coordinate topologies, where you want the texture coordinate to seamlessly wrap from 1.0 to 0.0 requires the mesh to properly handle this. To do this, the mesh must duplicate every vertex along the seam. One of the vertices will have a 0.0 texture coordinate and will be connected to the vertices coming from the right (in your example). The other will have a 1.0 texture coordinate and will be connected to the vertices coming from the left (in your example).
This is a mesh problem, and it is best to solve it in the mesh itself. The same position needs two different texture coordinates, so you must duplicate the position in question.
Alternatively, you could have the fragment shader generate the texture coordinate from an interpolated vertex normal. Of course, this is more computationally expensive, as it requires doing a conversion from a direction to a pair of angles (and then to the [0, 1] texture coordinate range).
I've got a 2D Texture on a 3D Sphere and I want to know how to transfer a 2D coordinate on the Texture into a 3D coordinate. I know it has to do with the clipping of the texture : I'm using the auto clipping function of OpenGL to put the texture on the Sphere.
Edit:
To clarify the problem:
I have a 2D plane which is an image containing borders drawn in red now I put objects on this plane, that have a collision radius and are wildly moving around. Whenever the objects collide with the red border they bounce back.
Now I take this 2D plane and warp it around a 3D sphere. At the position of the circles I want to put 3D-Models that move on the sphere. The problem now is to get from the "simple" 2D coordinates on the plane to the more complicates 3D coordinates on the sphere to position the 3D-Models correctly.
My first approach would be to map 2D coordinates to spherical coordinates which can easily be transferred into 3D coordinates but how would I do this?
You don't "convert" the 2D coordinate to a 3D coordinate. The 2D coordinates you have are UV coordinates (from 0 to 1) and they represent a position in the texture space. What you do is to map these UV coordinates to the vertices.
You can read more about UV mapping here.
In OpenGL, it depends on which version are you using. Either you use glTexCoord calls before the glVertex calls (for old versions of OpenGL), or you set it in a VBO to be processed at the fragment shader on newer versions of OpenGL.
If you are planning to use gluSphere() function, you don't need to worry about calculating UV texture coordinates since opengl does it for you with the right functions.
Here you can check the gluSphere() documentation
Here there is an example code
If you are planning to render your own sphere, check this question
So I'm supposed to Texture Map a specific model I've loaded into a scene (with a Framebuffer and a Planar Pinhole Camera), however I'm not allowed to use OpenGL and I have no idea how to do it otherwise (we do use glDrawPixels for other functionality, but that's the only function we can use).
Is anyone here able enough to give me a run-through on how to texture map without OpenGL functionality?
I'm supposed to use these slides: https://www.cs.purdue.edu/cgvlab/courses/334/Fall_2014/Lectures/TMapping.pdf
But they make very little sense to me.
What I've gathered so far is the following:
You iterate over a model, and assign each triangle "texture coordinates" (which I'm not sure what those are), and then use "model space interpolation" (again, I don't understand what that is) to apply the texture with the right perspective.
I currently have my program doing the following:
TL;DR:
1. What is model space interpolation/how do I do it?
2. What explicitly are texture coordinates?
3. How, on a high level (in layman's terms) do I texture map a model without using OpenGL.
OK, let's start by making sure we're both on the same page about how the color interpolation works. Lines 125 through 143 set up three vectors redABC, greenABC and blueABC that are used to interpolate the colors across the triangle. They work one color component at a time, and each of the three vectors helps interpolate one color component.
By convention, s,t coordinates are in source texture space. As provided in the mesh data, they specify the position within the texture of that particular vertex of the triangle. The crucial thing to understand is that s,t coordinates need to be interpolated across the triangle just like colors.
So, what you want to do is set up two more ABC vectors: sABC and tABC, exactly duplicating the logic used to set up redABC, but instead of using the color components of each vertex, you just use the s,t coordinates of each vertex. Then for each pixel, instead of computing ssiRed etc. as unsigned int values, you compute ssis and ssit as floats, they should be in the range 0.0f through 1.0f assuming your source s,t values are well behaved.
Now that you have an interpolated s,t coordinate, multiply ssis by the texel width of the texture, and ssit by the texel height, and use those coordinates to fetch the texel. Then just put that on the screen.
Since you are not using OpenGL I assume you wrote your own software renderer to render that teapot?
A texture is simply an image. A texture coordinate is a 2D position in the texture. So (0,0) is bottom-left and (1,1) is top-right. For every vertex of your 3D model you should store a 2D position (u,v) in the texture. That means that at that vertex, you should use the colour the texture has at that point.
To know the UV texture coordinate of a pixel in between vertices you need to interpolate the texture coordinates of the vertices around it. Then you can use that UV to look up the colour in the texture.
So far, my understanding of cube mapping has been that 3D texture coordinates need to be specified for each vertex used within a cube, as opposed to (u,v) coordinates for 2D textures.
Some Assumptions
Cube maps use normalized vertices to represent the texture coordinates of a triangle.
These normalized vertices are akin to the actual vertices specified: the normalized texture coordinates use the magnitude of their corresponding vertices.
Thus, if a vertex has a unit magnitude of 1, then its normalized texture coordinate, N, is 1.0f / sqrt(3.0f );
Which of these assumptions are correct and incorrect? If any are incorrect, please specify why.
Edit
While not necessary, what would be appreciated is an example or, rather, an idea of what the recommended way of going about it would be - using programmable pipeline.
Cubemaps are textures that consist of 6 quadratic textures arranged in a cube topology. The only key quantity of cubemap texture coordinates is their direction. In a cubemap its texels are addressed by the direction of a vector originating in the cube's center. It doesn't matter which length the texture coordinate vector has. Say you got two cube map texture coordinates
(1, 1, 0.5)
and
(2, 2, 1)
they both address the same cubemap texel.