Re: Texture clamping and repeating
lisa- yes, you understand where I am headed with this thread.
I do like the idea of simply testing the UV range. I have done a half-hearted version of this by turning on wrap (GL_REPEAT in my case) when there was a "texrep" line and clamping (GL_CLAMP_TO_EDGE) if it was not present. Clearly I didn't encountered models with larger UV ranges- but it happened to work for my situation. It sounds like testing the range may be all I need to do?
In other words, is testing the UV ranges the best approach or is there another feature that I'm missing in AC3D? Is it simply that the .ac file format doesn't have a formal definition for clamping and it is up to user to figure out the "best" thing to do?
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