As far as I know the UV thing is as much about the cube as it is the texture?
Even if you play with the texture coords, the textures on the cube does not wrap over the edges.
This leads me to believe that the cube is actually 6 squares put together. So that is certainly the best thing to recreate, make your own cube from Gem squares.
As for "uv support" seems a close step would be a gem cube that is designed as a single poly and so that texture coords could be used to move the texture around? I suppose texture project becomes a problem then...
I'm just thinking aloud.
.b.
marius schebella wrote:
Adityo Pratomo wrote:
and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?
no, I have not figured out a method yet to do this inside the pd world. for now you really have to go with the solution claude posted. marius.
On 8/21/08, marius schebella marius.schebella@gmail.com wrote:
Claude Heiland-Allen wrote:
Adityo Pratomo wrote:
Hi there everyone, i have a question here. How can i write different images on every different sides of a cube in GEM?
Maybe (probably?) there is a more elegant / OpenGL-native way, but I'd make a cube out of 6 [square]s with appropriate transformations. [separator] would be useful here.
the more elegant way would be UV-mapping, where you put all 6 sides in one texture and then apply it to the 3d object. but GEM does not support that. marius.
So that when i rotate a cube, i could see a certain image on a certain side. I know i should use [pix_image] and [pix_texture] but how can i achieve my goal? I kinda lost here. Many thanks for any suggestions. :-)
Claude
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