Penance
05-18-2002, 12:02 PM
I looked at the ASE file that MAX spit out and it doesn't look too bad. I mean, it gives me all by vertices and their coordinates, so I can build my model easily!
What I'm curious about is how to take the texture map data and use it to get my texture on my model correctly using openGL.
For instance, I've UV mapped my model in MAX, exported it as an image file using texporter and drawn the texture for my model so it looks perfect (I can just slap it on my model in max and it looks like it should)
Now, how do I take that texture and get it mapped onto my model correctly in GL? glTexCoord2f() takes only 2 parameters, while MAX gives me texture_vertices with x,y,z coordinates.
Am I supposed to somehow translate those into the proper [0,1] range for the glTexCoord2f() params, for each vertex? If so, how?
What I'm curious about is how to take the texture map data and use it to get my texture on my model correctly using openGL.
For instance, I've UV mapped my model in MAX, exported it as an image file using texporter and drawn the texture for my model so it looks perfect (I can just slap it on my model in max and it looks like it should)
Now, how do I take that texture and get it mapped onto my model correctly in GL? glTexCoord2f() takes only 2 parameters, while MAX gives me texture_vertices with x,y,z coordinates.
Am I supposed to somehow translate those into the proper [0,1] range for the glTexCoord2f() params, for each vertex? If so, how?