![coppercube change open loading texture coppercube change open loading texture](https://seal2013.files.wordpress.com/2017/08/texture-v.jpg)
- #Coppercube change open loading texture install
- #Coppercube change open loading texture update
- #Coppercube change open loading texture download
This isn't just for vfsu, its just a good idea.Īs far as textures and UV coordinates, SketchUp's system is far beyond perfect.
#Coppercube change open loading texture install
If your in the middle of a project, then you should seriously consider when you install new software/updates.
#Coppercube change open loading texture update
A general rule of thumb with software is to update when you can work around if anything happens. Therefore, you have to make the determination as to whether it is worth it to you to try it when we're letting you know that its not 100% ready. Which means that there are still things that need to get worked out.
#Coppercube change open loading texture download
What you can download is not final, it is a Release Candidate. Sorry for being so negative, but my employers are seriously unimpressed and that doesn't make my job any easier. I really don't see how an update can be called a "service release" when it cures some minor bugs, but replaces them with one enormous one which screws up all your existing VfSU files.
![coppercube change open loading texture coppercube change open loading texture](https://cdn.statically.io/img/gamertweak.com/wp-content/uploads/2021/12/How-to-Fix-Fuzzy-Graphics-textures-in-Fortnite-Chapter-3.jpg)
What is it about the way VfSU NOW handles materials that makes it rescale many textures? I hadn't altered the scale of any of these textures in the VfSU material editor, so why does it alter some SU texture scales, but not others? Re-scaling textures is NOT 2 day's work as the original texture scales have been overwritten by the service release installation- fortunately I uninstalled it and the original scales were restored in the SU material editor, but am I really supposed to uninstall VfSU SR, go through ALL my files and components, write down all the custom texture scales, then install VfSU and edit them all manually? I can't do it by eye as many are scaled to the nearest millimeter to ensure accuracy with real-world units (brick sizes, etc). Try explaining that you have to re-do work you've already been paid to do to your boss when you've got regular deadlines for visualizations. I've just convinced my new employer to purchase 2 licenses for VfSU, installed the service release and ALL my VfSU files are half wrecked with texture scales all over the place. It's very simple: your new texCoord would be 1.0 - texCoord (for normalized textures.) This is fully compatible with matrix-less OpenGL (which you should be aiming for, btw) and will let you do all kind of further image processing.I can't believe this massive bug is being shrugged off as a side-effect of "improvements". That's rather hacky and will not work for complex situations (without hacking even more.) The correct way to go in old OpenGL is the GL_TEXTURE matrix (which doesn't seem to be very popular, even when matrices were available.) It behaves exactly like any other matrix (see this link about transforms Songho.)Īnother approach to this problem (the correct one IMHO, fully-compatible with modern OGL) is processing the image in shaders. Beware: you're not actually flipping the texture, but flipping your geometry, although it's a very easy solution if you're just drawing a simple scene like a full-screen quad. A naive solution would be glScalef(1.0f, -1.0f, 1.0f) (or alternative methods in modern matrix-less OpenGL), effectively flipping your Y coordinates and putting the origin at the top-left corner. To flip your texture origin you could easily flip your coordinate system. As a first solution, you could just change the coordinates accordingly yourself when calling glTexCoord (or when setting the texture coordinates in your vertex array.)