Thanks, thats a really big help.

It makes things a lot clearer but it seems that no matter how I change the 
co-ordinates the texture still behaves like a stick of rock -  If I have a shape 
facing the viewer with the words "BlackPool Rock" written on it you can read them 
fine, but if I have a shape that goes "along" the rock it will just have a 
cross-section of the letters at that point right along it and if I have one facing 
away I will get the words "blackpool rock" written backwards on it.

Is this actually a co-ordinate problem or is their some texture wrapping feature I 
haven't thought to switch on?

-ben

> -----Original Message-----
> From: Kevin Glass [mailto:[EMAIL PROTECTED]]
> Sent: 14 June 2002 14:27
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] All my textures face the same way
> 
> 
> Texture mapping coordiantes are pairs of floats normally refred to as
> (u,v). u is the horizontal position on the texture image, and v is the
> vertical position on the texture image.
> 
> Your texture coordiantes:
> 
> Point on Quad                                        Texture 
> Coordinate
>                  Position on Quad
> 
> top-left (A)                    0.0f,0.0f               top-left
> top-right (B)                   1.0f,0.0f               top-right
> bottom-right (C)                0.0f,1.0f               bottom-left
> bottom-left (D)                 1.0f,1.0f               bottom-right
> 
> u and v are in units of 1.0 which is equal to the full 
> widge/height of the image.
> 
> So I think you're coorindates should be :
> 
> float[] textco = { 0.0f, 0.0f, 1.00f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
>                            0.0f, 1.0f, 1.00f, 0.0f, 1.0f, 
> 0.0f, 0.0f, 0.0f};
> 
> 
> Kev
> 
> Ben Moxon wrote:
> 
> >How can I make my textures face "out" of my objects- they 
> all seem to just want to point along the Z- direction so any 
> faces I create that are at 90 degrees to this just don't show 
> properly at all.
> >
> >Basically, I've got my object created like this:
> >
> > int[] stripCounts= new int[2];
> >            stripCounts[0]=4;
> >            stripCounts[1]=4;
> > int[] contourCount=new int[2];
> >            contourCount[0]=1;
> >            contourCount[1]=1;
> >  Point3f[] pts=new Point3f[8];
> >         // front
> >            pts[0]=A;
> >            pts[1]=B;
> >            pts[2]=C;
> >            pts[3]=D;
> >         // back
> >            pts[4]=D;
> >            pts[5]=C;
> >            pts[6]=B;
> >            pts[7]=A;
> >
> >  GeometryInfo gi = new GeometryInfo(GeometryInfo.POLYGON_ARRAY);
> >        gi.setCoordinates(pts);
> >        gi.setStripCounts(stripCounts);
> >        gi.setContourCounts(contourCount);
> >
> >I know I need to set my texture arrays next, but I can't 
> work out enough from the docs and various books I have around 
> to make them work. I can create an array of floating points 
> that loads fine as a texture co-ordinate set, like this:
> >
> >float[] textco = { 0.0f, 0.0f, 1.00f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
> >                           1.0f, 1.0f, 0.00f, 1.0f, 1.0f, 
> 0.0f, 0.0f, 0.0f};
> >gi.setTextureCoordinateParams(1, 2);
> >gi.setTextureCoordinates( 0, textco );
> >
> >The problem is that I don't actually understand where these 
> points are mapping to- I am still a bit new to the language 
> of 3d programming ( I'm fine with the concepts, but I don't 
> always know the names ) so I'm finding it very tricky to 
> actually match one to the other.
> >
> > For a set of points like:
> >
> >A = (0.0, 1.0, 0.0)
> >B = (0.0, 2.0, 0.0)
> >C = (0.0, 2.0, 4.0)
> >D = (0.0, 1.0, 4.0)
> >
> >I just get a cross section of the texture right along the face.
> >
> >I know this is probably another a really obvious question 
> but how does the co-ordinate mapping work?
> >
> >thanks,
> >
> >-ben
> >
> >
> >---------------------------------------
> >Ben Moxon
> >newview communications limited
> >[t] 01483 845394
> >[e] [EMAIL PROTECTED]
> >[w] www.newview.co.uk
> >
> >=============================================================
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> >To unsubscribe, send email to [EMAIL PROTECTED] and 
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> >
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