Is it possible in BLENDER version 2.82a to adjust the texture so that the corners of the tower are not moved up or down so that they fit correctly? Sorry for the bad English I use the translator. I'm attaching pictures. Thank you for the advice.I am a beginner.
yes it is possible. But you would need a seamless texture so it can repeat itself over the object. This is what happens when I copy and paste the texture multiple times next to each other:
The seams are clerly visible.
And any instructions for proper mapping? I've looked at the tutorials everywhere, but somehow I can't
Related
I want to create some objects (boxes, cylinders, pyramids, doesnt really matter) which display text / a number on the side / on all of it's sides. Short of making individual materials with the numbers displayed on them by hand, is there a simple way to achieve this?
I am using Swift 4 in XCode.
First thing, please try not to be discouraged. Thank you for reaching out to the ARKit community on stack :-)
We are here to help each other.
(I do feel your pain…and why I am trying to help)
Here is an interesting stack page that has helped me with placing items on the sides of objects(like boxes cylinders, pyramids).
I hope it can help you or others.
SCNBox different colour or texture on each face
Rickster pointed out some other possibilities.
We all learn by sharing what we know.
Smartdog
Depends on what you mean by "by hand". If you want the text displayed on the surface of the geometry, like a texture map, then texture-mapping it is the way to go. If you draw your text into a UIImage, you can set that as the material contents, which is a bit more dynamic than, say, creating a bunch of PNGs that each have a different number on them. Just make sure to choose an image size/resolution that looks good at the size your objects are displayed at.
For anyone lost in the internet trying to find an answer to this it's stupidly simple. Use SCNText and set it as a node. I just wasted 7 hours of my life trying to make number .dae models position themselves next to each other because there is no mention of this feature anywhere.
I hope I saved you as much pain as I just endured discovering this.
Im trying to continually update a grid of colors on my iPhone screen ( testing with 50x50, but would like to scale up later ) I have done some research but can't seem to find an agreed upon solution. I've tested CAShapes and UIBezier paths and colored UIViews, but everything is slow. Is there another option besides diving into OpenGL or Metal? Doesn't need to be crazy fast, just faster than the before-mentioned options. Thanks, I'm working in Objective-C
If you don’t want to dive into Metal then what I found much quicker for an app I wrote years ago was to put my data into a byte array and then use that array to render a bitmap image.
I don’t have all the details now. It used something like an “image provider” and various other parts. But it was much quicker than any other method I tried.
I was able to draw over 5000 “pixels” per frame using it so it should be good For you now.
Then you can either draw it into a view in drawRect or put it into a UIImageView.
excuse me,my english is poor however i would try to describe my questions clearly.
first i want to operate (read,zoom,move,zoom with rectangle) some image whose format like jpg,tiff and img .
i have try to do this by gdal,using rasterio to zoom and move ,but the result is quite strange.it's slow than i do it with gdi+.i have asked other people,however ,the answer may be rasterio read image direct from hard disk, but gdi+ do things in ram. and maybe the images i operated are small images ,small than 4000*3000.
so now i operate images in gdi+.but i think if i can do same things in directx?
i mean i use directx instead gdi+.because i think it will be more fast.
and because i can only use c#,so i think there are some people could give me some suggestion with managed dx or xna
thx~~~
There is already a fast image viewer called TuiView that is simple to install and use.
Documentation is here: http://tuiview.org
If I understood your question, you are trying to build a simple image viewer.
If so you can easily do it with XNA and it will work very fast.
All you need to do is to load the image and display it to the screen, and the pan and zoom are also very simple.
Read this tutorial :
http://rbwhitaker.wikidot.com/spritebatch-basics
I'm planning on making a simple 2D game (I'm leaning towards an endless runner) for the iPhone and am using cocos2d and I can make stand alone images in Photoshop or Illustrator but I'm not sure what the best way to animate them is??
I don't know if I should animate a character running in flash then save each frame as a png and then use something like texture packer to make a sprite sheet or loop the png's together in cocos2d?? I don't know what works well with cocos2d and how to optimize the animation to run smoothly and reduce memory. I'm aware it maybe a broad question but any help or guidance would be appreciated.
You should use sprite sheet and animate the frames using cocos2d.
Here are the tutorials by Ray Wenderlich
Here is the official coco2d video tutorial and sample
Plenty of tutorials out there. Your question is probably going to be flagged and closed in the near future. Try googling your questions first next time.
I'm trying to make a 2d tile map and have run into some problems with seams appearing when layering tiles over one another. Here is a screenshot:
http://i.imgur.com/3zgcQ.png
I've tried several different ways to fix this including drawing in separate spritebatch.Begin()/End() blocks. Both layers are using the exact same code to get their position so they should be drawn directly over one another correct? Am I doing something wrong? I tried searching for an answer to this to no avail :( Any help would be greatly appreciated!
Are you drawing on whole values? I mean Vector2(0,0) not Vector2(0.5f, 0.5f). If not you should round up.
This is better site to ask questions about game programming:
https://gamedev.stackexchange.com/