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UV accuracy of the MDL format

 
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Feb 25, 2010 10:23 pm    Post subject: UV accuracy of the MDL format Reply with quote

Wondering how accurate the UV coordinates are on the MDL format. I haven't looked into it, but are they, like the vertex positions for animations/geometry also stored as bytes?
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Feb 26, 2010 1:35 am    Post subject: Reply with quote

IIRC they are stored as unsigned short values. Unfortunately, that's not enough, as you may already noticed.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Fri Feb 26, 2010 2:36 am    Post subject: Reply with quote

frag.machine wrote:
IIRC they are stored as unsigned short values. Unfortunately, that's not enough, as you may already noticed.


Meh. Bit on the gay side there. I'll either have to redo my UV map or add MD3 support, that is, if MD3 fixes it. If not, I'll say fuck all and drop the project or some shit like that.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Feb 26, 2010 3:10 am    Post subject: Reply with quote

The MDL format uses 32bit ints for texture coords. So you have texel accuracy, but not sub-texel.

MD2 uses 16bit ints for its tex coords (when did you last see a moddel with a texture wider than 32k pixels?), so no better.

MD3s use floats, and thus permit sub-texel accuracy.
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