Hi guys. Been using this wonderful thing for a few months now, first post, please be gentle.
I’ll bet this is a redundant question, but my searches have turned up nothing useful, so apologies if that’s the case.
I’m attempting to use pipet to assign colors to an array of boxes, but when I do, the texture only appears in the upper right of my array, and the other 3/4ths are filled with a smeared version of the edge pixels. I’m including my patch, and as far as I can tell, the functional bits are exactly like the pipet help patch. So, what am I doing wrong here?
Any help would be appreciated.
pipettest.v4p (13.5 kB)
texturecoordinates range from (0,0) in the upper left corner of the texture to (1,1) in the lower right corner of the texture. so you have to take samples in this range. the linearspread in your patch has its center at 0 so it generates also negative (wrong) coordinates for the texture lookup.
hope that helped
and: please: can anybody show at least one case where the current coordinate system for pipet makes something more elegant than if pipet would use the default zero-centered coordinate system ?
i understand there might be some consistency issues when you would convert patches using pipet to hlsl code, but i still believe 99.99% of all people who will try do do this will be fully able to understand the potential mapping issues.
gregsn: Thanks! I think that’ll do it perfect.
Also, I’m glad to know that this is a relatively common issue and that it’s not counterintuitive just for me.