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Bug #422: Texture transforms broken for Multitexturing?
Product:
TV3D SDK 6.5
Language:
Visual Basic.NET
Current State:
Waiting on User
Resolution:
Unconfirmed
Created On:
June 13th, 2005
Last Modified:
June 15th, 2005
Reported By:
Hypnotron
This could be a case of me not doing something correctly, but I can not get 2 texture transforms to apply to their respective texture layers (layer 0 and layer 1 in this case)

If I use just one texture transform with only one texture loaded it works fine. I'm trying to use a Detail map texture in layer 0 and a base texture in layer 1 if that helps you in reproducing the problem. I also use -1 for the group in both as follows:

For iLayer = 0 to 1
_TVMesh.SetTextureModMatrix(texmatrix(iLayer), MTV3D65.CONST_TV_TEXTUREMOD.TV_TEXTUREMOD_USECURRENTCOORDS, -1, iLayer)
_TVMesh.SetTextureModEnable(True, -1, iLayer)
Next

Interestingly, even If i alter that loop to only transform ONE of the layers it fails. The only way I can get it to work properly is to only have one texture layer loaded into the mesh.

Comments:

Posted by SylvainTV on June 15th, 2005 at 1:01 PM
Everything that uses an internal shader doesn't work with texmod.

Do you try that with bumpmapping or something ?
Posted by Hypnotron on June 16th, 2005 at 9:54 AM
I'm not sure I understand. I was using detailmap and base texture. I load the detailmap as LoadBumpTexture(). (although ive also tried loading it as a regular LoadTexture() but no influence on the texture transforms)

So are you saying you want me to check regular dot3 bump mapping and see if it works for that?
Posted by Hypnotron on June 17th, 2005 at 1:44 AM
With DOT3 bump mapping and layers the mesh is invisible.

With detail map and layers, the transforms dont work and actually the base texture doesnt seem to be looking proper either.

So actually, it could be a problem both with layers and transforms.
Posted by Hypnotron on June 17th, 2005 at 1:44 AM
err.. layers and transforms WITH layers. Regular transforms withoutlayers works fine.