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InsideQC Forums • View topic - Determining surface center of plane

Determining surface center of plane

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Determining surface center of plane

Postby leileilol » Sun May 05, 2013 3:43 pm

How would I go to do that? All plane gives me is a normal. Say I wanted to spawn a particle right in the pixel center of each repeated texture, like say fire from lava, smoke from demn faces, blood out of wall jesuses and jesus switches, etc... there's got to be SOME clue in the leaf data to do this in world space.

NOT GL btw.
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Re: Determining surface center of plane

Postby Baker » Sun May 05, 2013 4:50 pm

I'm giving a GLQuake example but this could be converted to software.

To draw a texture poly, you have to know sl, sh, tl, th.

If you are drawing a polygon where sl < 0.5 < sh and tl < 0.5 < th, you have a polygon that contains the center of the texture. So calculate the x,y,z for s = 0.5 and t = 0.5.

And then you have what you want. Even though I'm talking GL here, software has to know the texture coordinates.
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Re: Determining surface center of plane

Postby leileilol » Sun May 05, 2013 5:00 pm

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Re: Determining surface center of plane

Postby Baker » Sun May 05, 2013 7:58 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Determining surface center of plane

Postby qbism » Mon May 06, 2013 2:46 am

Pixel center of each texture... Pick it up from the texture source coords as it proceeds through spans. Has nothing to do with the title of this thread.
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Re: Determining surface center of plane

Postby leileilol » Mon May 06, 2013 7:51 pm

i'd rather do it on load time
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Re: Determining surface center of plane

Postby qbism » Mon May 06, 2013 8:48 pm

OK. There's always .ent, do it as a particle emitter
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