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...)

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