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Wednesday, May 25, 2005

Texture Mapping - Back Again

Last week there was a point when I had some spare programming time, but I didn't have my latest 3ds code with me. So I turned my attention to the problem I was having with texture mapping. The problem I was having earlier with texture mapping simply had to do with building the interface for manipulating the textures in the scene. Specifically, I was trying to figure out how to make a simple tabbed control using only Win32 API calls.

Fortunately, in that spare moment, I was able to solve the problem. In exhilaration, I created the thumbnailed image you see here in this post (click on it for the larger version).

In other (related) news, last night I accidentally destroyed some of my 3ds code! I mistakenly overwrote my current 3ds work with the solution to the tabbed control code. It was disheartening for a moment, until I realized that I really hadn't created very much useful 3ds code. Most of what I had in there was just experimental code (trying to learn how to interface with the library), and it shouldn't be too hard to reproduce, fortunately.

Although the prospect of loading 3ds files into my scene editor/ray tracer is very exciting, I'm also very anxious to see what I can do with more robust texture mapping features. I don't know for sure where I'll devote my energies in the upcoming days, but I can assure you the results will be spectacular!

Speaking of the upcoming days, my wife was due to deliver our first baby (it's a girl) two days ago. The little one could obviously come any day now, and honestly, that's more exciting than texture mapping and 3ds combined. I'll surely keep you all posted.

1 Comments:

At 8:34 PM, Anonymous Anonymous said...

Hmmm....verrree interesting

 

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