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I think I must be doing something to incorrectly index the texture coordinate generating equations, because if I print the vector of texGenEqs from Torque and from my plugin, they differ only in the ten-thousandths place.

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I got fed up with texture generation. Now we have a couple of terrains that should look familiar =)



Haha, very familiar indeed. Laughing I'd be happy to glance over the numbers and code if you want a second pair of eyes, but I trust your work well enough to know that it's unlikely that you overlooked something obvious or even subtle. Smile
If you want to eye it up, take a gander over here: https://www.assembla.com/code/fb_osgplugins/subversion/node/blob/osgPlugins/bsp/DIFReader.cpp


DIFInteriorObj::buildInteriorNode() is the primary suspect, since I've verified that the stored values for the TexGenEQs coming out of readDIO are correct.
Wow, that is a hell of a function. I did a few cursory passes through it looking for obvious errors and trying to get a vague understanding for how it works, but I can't say I spotted anything obviously wrong without spending a lot more time understanding the system. Sad
KermMartian wrote:
Wow, that is a hell of a function. I did a few cursory passes through it looking for obvious errors and trying to get a vague understanding for how it works, but I can't say I spotted anything obviously wrong without spending a lot more time understanding the system. Sad


True story Sad The general idea is that we're building a model-wide vertex buffer with a vertex per source vertex per texture per lightmap, and zone-wide index buffers per texture per lightmap into the overall vertex buffer.
elfprince13 wrote:
KermMartian wrote:
Wow, that is a hell of a function. I did a few cursory passes through it looking for obvious errors and trying to get a vague understanding for how it works, but I can't say I spotted anything obviously wrong without spending a lot more time understanding the system. Sad


True story Sad The general idea is that we're building a model-wide vertex buffer with a vertex per source vertex per texture per lightmap, and zone-wide index buffers per texture per lightmap into the overall vertex buffer.
Eek, sounds like a data management nightmare. Sad Best of luck trying to track it down.
I've spent a good many hours just browsing over my code trying to figure out what it could be, and comparing it to the (non-VBO using) code from TGE.
  
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