Simple Tile Mirror Plugin

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Oaktown
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Re: Simple Tile Mirror Plugin

Post by Oaktown »

Hive8, any chance to get a copy of your latest Simple Tile Mirror plugin for both Mac and PC?

hive8
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Re: Simple Tile Mirror Plugin

Post by hive8 »

Hi Yes I do have them for PC let me compile it quick for MAC as well, i can send it over before the end of the week.
HIVE 8 | Quantum Laser | http://www.hive8.com

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Oaktown
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Re: Simple Tile Mirror Plugin

Post by Oaktown »

Awesome, thank you!

hive8
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Re: Simple Tile Mirror Plugin

Post by hive8 »

Hi Joris, I am still working on this problem here, I am using the the maxCoord.s and maxCoord.t to draw the texture on the quad. But for some reason when i try to mirror or clamp or mirror_repeat the texture with

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

I get that pixel gap on the top and bottom of the texture, when i change the texture to a height of 1088 the gap disappears. Is there an other way to mirror the texture. I even tried it with the FFGL example AddSubstract.

I changed
gl_TexCoord[0] = gl_MultiTexCoord0;
to
gl_TexCoord[0] = gl_MultiTexCoord0 * 2.0f;


static const std::string vertexShaderCode = STRINGIFY(
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0 * 2.0f;
gl_FrontColor = gl_Color;
}
);

I also get that gap in the texture in the Y Axis.

Could you post by any chance the cpp for the mirror quad plugin FFGL for 64bit?
HIVE 8 | Quantum Laser | http://www.hive8.com

Kadete
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Re: Simple Tile Mirror Plugin

Post by Kadete »

Bump :)

I know you problably overworked Joris, when you find the time can you help him? :D

Thanks

Joris
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Re: Simple Tile Mirror Plugin

Post by Joris »

In all the places you use texture coordinates, you need to account for the max texture values.

Now you've added a shader where you are using MutiiTexCoords, but you're not multiplying with the max texture values.

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