Geometries conversion #3515
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In any case for users it will be complicated to switch to the new system.
Previously texture mapping was following the VRML convention but we should no longer stick to it. |
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I just checked in Blender and obtained that: So it seems correct as it is now. |
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I finished to convert the geometries (cylinder, capsule, cone, plane and elevation grid) to be z-aligned.
But I have some doubts.
This is what I have done so far:
For both images, it is an ENU world. The geometries on the first image are rotated of (1, 0, 0, 1.57) to appear correctly.
I made the modification such that it is the simplest to pass from the old geometries to the new one (only one rotation around one axis)
But I am wondering if it is correct for the mapping of textures. I did not find a convention about where to begin to apply the texture when mapping it to a cylinder,... In the webots documentation it is often
the texture wraps counterclockwise (from above) starting at the back of the cone/cylinder/capsule. The texture has a vertical seam at the back in the yz plane.
. So now it is the same but starting at the front.But is it correct from an FLU point of view? shouldn't the vertical seam be at back/front in the xz plante ?
My other question concerns elevation grid.
I converted it in the same way as other, such that it is the easiest to switch from old to new:
But as you can see the elevation grid is now in the -yx quarter instead of yx one and I am not sure it is really good. But fixing that would increase the complexity of switching from old to new system
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