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Posted

At the risk of sounding stupid, can anyone help me understand this method better?  I have been searching for opengl tutorials and looking through all sorts of code people have in their renderers trying to figure this out.

 

I know the first 3 arguments it takes are x,y,z coordinates of the given vertex, and that the last 2 are u,v for that vertex.  I know, or at least I think I know, that u and v refer to the texture.  What I am really unclear on is how exactly the u and v refer to the texture and how that relates to its vertex.

Essentially, it's UV mapping (google that).

 

What you're basically saying is that "this point in 3D space corresponds to this point on the 2D texture."  For Minecraft it's generally pretty easy: all your sides are squares.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

I guess what I am really having a hard time figure out is how the UV numbers are telling the pixel what part of the texture file to render.  Since the UV are floats, are they percentages where .5 .5 would represent half the texture file?  Or maybe 1/4 of the texture file if it is half of the U(x) direction and half of the V(y) direction so the bottom left 1/4th of the texture file?

Yes, the UVs are in percentages of the texture file (a float from 0 to 1).  Which is why Minecraft doesn't give two shits about texture size.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

You have both been very helpful, thank you.  I think I have a pretty good idea now how to tackle what I was trying to accomplish.

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