Know how to set the texture coordinate in sketchup 6
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Hi,
i want to know how to set the texture coordinate in sketchup 6. I have
found that there is texture menu->position, that can set the texture
to map to what you want. but what i need is to change the texture
coordinate in [0,1], which could make me extract the correct texture
coordinate values to OpenGl to remap the texture to the model. Could
anyone give me some clues? -
I dont think you can do exact positioning with the normal SU texture tools.
If you go file->import->texture though, you can position the texture more exactly in your model. Might be worth a try.
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You could create a guide point to where you want the texture to have it's origin, then use the Texture->Position tool to move it to that point, the texture handles snaps to geometry.
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@remus said:
I dont think you can do exact positioning with the normal SU texture tools.
If you go file->import->texture though, you can position the texture more exactly in your model. Might be worth a try.
Yes, i know.But i think you don't understand what i mean.i use .dae file exported from SketchUp. For example, i draw a cube, and i export it to .dae file. Then i got some vertex, normal and texture coordinates respectively. The following codes are what i got:
<source id="mesh1-geometry-uv"> <float_array id="mesh1-geometry-uv-array" count="48">-178.350505 121.322840 -48.100505 84.572840 -48.100505 121.322840 -178.350505 84.572840 121.322840 0.000000 84.572840 12.000000 84.572840 0.000000 121.322840 12.000000 -178.350505 0.000000 -48.100505 12.000000 -178.350505 12.000000 -48.100505 0.000000 -84.572840 0.000000 -121.322840 12.000000 -121.322840 0.000000 -84.572840 12.000000 48.100505 0.000000 178.350505 12.000000 48.100505 12.000000 178.350505 0.000000 178.350505 84.572840 48.100505 121.322840 48.100505 84.572840 178.350505 121.322840</float_array> <technique_common> <accessor source="#mesh1-geometry-uv-array" count="24" stride="2"> <param name="S" type="float" /> <param name="T" type="float" /> </accessor> </technique_common> </source> <source id="mesh1-geometry-position"> <float_array id="mesh1-geometry-position-array" count="24">178.350505 121.322840 0.000000 48.100505 84.572840 0.000000 48.100505 121.322840 0.000000 178.350505 84.572840 0.000000 178.350505 84.572840 12.000000 178.350505 121.322840 12.000000 48.100505 121.322840 12.000000 48.100505 84.572840 12.000000</float_array> <technique_common> <accessor source="#mesh1-geometry-position-array" count="8" stride="3"> <param name="X" type="float" /> <param name="Y" type="float" /> <param name="Z" type="float" /> </accessor> </technique_common> </source> <source id="mesh1-geometry-normal"> <float_array id="mesh1-geometry-normal-array" count="18">0.000000 0.000000 -1.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 1.000000</float_array> <technique_common> <accessor source="#mesh1-geometry-normal-array" count="6" stride="3"> <param name="X" type="float" /> <param name="Y" type="float" /> <param name="Z" type="float" /> </accessor> </technique_common> </source> <triangles material="FrontColorNoCulling" count="12"> <input semantic="VERTEX" source="#mesh1-geometry-vertex" offset="0" /> <input semantic="NORMAL" source="#mesh1-geometry-normal" offset="1" /> <input semantic="TEXCOORD" source="#mesh1-geometry-uv" offset="2" set="0" /> <p>0 0 0 1 0 1 2 0 2 1 0 1 0 0 0 3 0 3 0 1 4 4 1 5 3 1 6 4 1 5 0 1 4 5 1 7 0 2 8 6 2 9 5 2 10 6 2 9 0 2 8 2 2 11 1 3 12 6 3 13 2 3 14 6 3 13 1 3 12 7 3 15 1 4 16 4 4 17 7 4 18 4 4 17 1 4 16 3 4 19 4 5 20 6 5 21 7 5 22 6 5 21 4 5 20 5 5 23</p> </triangles>
Have you found that the uv coordinates are so strange. I want to know how these coordiantes range is set. I want to use the texture coordinates in range of [0,1] that could be used in OpenGL. I have asked this questions in google sketchup forum for many time. One of them told me maybe this problem should be resolved in ruby or SDK. So could anyone give me some suggestions?
Thank you.Mia
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Sorry, youve lost me
Hopefully someone more knowledgeable will be able to answer your question.
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I read somewhere that the UVs for a texture that is applied to a group or component are multiplied by the texture size. That would explain the odd range in UV coordinates. Try dividing them by the texture width and texture height values.
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@remus said:
Sorry, youve lost me
Hopefully someone more knowledgeable will be able to answer your question.
but do you find that value in texture coordinates have something with like the vertex coordinates?
Following your advice, should i divide width or height of texture image?
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