Re: V-up texture coordinate support

2013-10-22 Thread Chien Yang
Hi August, Thanks for the feedback. You are correct in both approaches, i. e. convert the geometric data or rotate the camera and flip the V. You implemented the former approach and our loader opted the later. We understand that this V-up feature can be very useful to loader developers l

Re: V-up texture coordinate support

2013-10-22 Thread Chien Yang
K_FLIP_Y_WEBGL, true); Regards -- Remi From: Chien Yang <mailto:chien.y...@oracle.com> Date: Thu, Oct 17, 2013 at 3:08 PM Subject: V-up texture coordinate support To: OpenJFX <mailto:openjfx-dev@openjdk.java.net> Hi all, Java images are defined such that (0, 0) references the t

V-up texture coordinate support

2013-10-22 Thread August Lammersdorf, InteractiveMesh
My JavaFX 3D model importers convert geometric data to the JavaFX 3D coordinate sytem to support the default camera model (viewing into the screen along the +Z-axis). A Y-up right-handed coordinate system (e.g. COLLADA-, OBJ-, X3D-exports from modelling tools) is mapped as follows: +Y -> -Y, +X

Re: V-up texture coordinate support

2013-10-21 Thread Arnaud, Remi
Date: Thu, Oct 17, 2013 at 3:08 PM Subject: V-up texture coordinate support To: OpenJFX <mailto:openjfx-dev@openjdk.java.net> Hi all, Java images are defined such that (0, 0) references the top left most pixel of the image. In JavaFX, the texture coordinate system for 3D objects is de

V-up texture coordinate support

2013-10-17 Thread Chien Yang
Hi all, Java images are defined such that (0, 0) references the top left most pixel of the image. In JavaFX, the texture coordinate system for 3D objects is defined with its U axis increasing from left to right and the V axis increasing from top to bottom. Hence a texture coordinate of (0