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jdumas
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This is cool! But I'm wondering if there's a use-case for showing a textured material with a matcap (e.g. to show a shiny heat equation solution or smth). If so, we should use different texture slots maybe?
include/igl/opengl/ViewerData.cpp
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| grid_texture(); | ||
| // Alec: is anyone really using this default? It uses trivial UVs and | ||
| // produces an anisotropic checkerboard... | ||
| //grid_texture(); |
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Hmm I think this may be confusing to new users. If I enable textures I'd expect to see a (crappy) checkerboard more than a matcap I think?
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I can't imagine a circumstance where I want to see nonsense UVs + checkboard by default. Maybe we can trigger checkerboard texture generation if set_UV is called and use_matcap is (still) false?
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As said in my latest answer, I think we can kill the grid_texture() function, and as default behavior maybe do nothing? That way = no surprise.
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Maybe. Let's deal with that if it ever comes up.
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Sounds good. I'd still vote for keeping the |
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Are you actually using the *default* grid texture ? (It is not just setting
the checkboard which also seems to be wrong).
…On Sun, Apr 12, 2020, 9:48 PM Jérémie Dumas ***@***.***> wrote:
Sounds good. I'd still vote for keeping the grid_texture() by default
though, otherwise lgtm.
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Oh right, I had in mind the grid from tutorial 501. It doesn't look like Do you think this matcap tick is worth a new tutorial entry btw? |
jdumas
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I've updated the grid_texture() function to only generate a checkerboard texture, but without UVs. Removing it entirely breaks tutorial 501.
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Do you think it's worth a tutorial entry btw? |
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Sure. That's a great idea.
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* matcap from texture, default normal image matcap * update grid_texture() to generate checkerboard texture, but without UVs Co-authored-by: Jérémie Dumas <jeremie.dumas@ens-lyon.org>
Texture slot can be used as a material capture (also known as environment map). Swapping in a matcap from an image is very simple.
Here's a minimal example
For example, then
./main beetle.off Chrome.pngwill produceChrome.png.zip
Note: I've disabled the automatic call to
grid_texture()inViewerData. I wonder if this was really being used as is like this. I made the judgement call that putting a default matcap in the texture is more useful (and that leaving theV_uvempty is more correct).related posts: