But normal.x what is it? Is the abs(x) ?
On 23 Dic, 20:41, Robert Green <rbgrn....@gmail.com> wrote: > UV unwrapping/mapping is standard practice in 3d games. It's how the > artist lines up the textures onto the skin/model. > > You're doing UV coordinate generation, which is similar but is > mathematically specified instead of placed by a 3D modeling > application. > > On Dec 23, 12:37 am, pedr0 <pulsarpie...@gmail.com> wrote: > > > > > > > > > What do you think about it? > > >http://en.wikipedia.org/wiki/UV_mapping > > > On 23 Dic, 09:19, pedr0 <pulsarpie...@gmail.com> wrote: > > > > Thanks a lot, > > > especially at Robert Green for his very good explanation! > > > > The absurd thing is that the code which I posted above is 100% right > > > in a iPhone iOS, but when I port the same code on the Android platform > > > I have these issues. > > > > I will try to do what you are talking about normals and I let you know > > > about my progress! > > > > Thanks again. > > > > pedr0 > > > > On 23 Dic, 04:10, Mario Zechner <badlogicga...@gmail.com> wrote: > > > > > On 22 Dez., 20:42, Robert Green <rbgrn....@gmail.com> wrote: > > > > > > 3DVec normal = (sphereCenter - point).normalize(); > > > > > 3DVec normal = (point - sphereCenter).normalize(); > > > > > Or your world will be upside down. Unless my brain is totally > > > > borked :) (could well be, 4am here...) -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en