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
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
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
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
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