Need UV Atlas help

I'm very interested in learning how to use the new UVAtlas class on the most basic level. The DX documentation talks about all the steps of usage on an abstract level, but I need an explicit step-by-step example (I am very dense).

Can anyone help out Any examples would be appreciated. But specifically I'm looking to do something as simple as taking the "tiny.x" sample and generating a new UVAtlas for it.

Thanks much! 


Answer this question

Need UV Atlas help

  • Maparisi

    Thanks, Ross.  I'll see what kind of trouble I can get into with that...

  • MartaGK

    _anybody_ who has messed with this please let me know so I don't feel sooooooooo all alone. WAAAAAAAAAH!!!!!

    I can't help as such right now... but, time permitting this week, I'm planning on having a look at getting it to work.

    If I have enough time to get something useful working I'll probably post it in my developer journal if you're interested Smile

    hth
    Jack

  • fataqui

    Thanks Ross, but I've read all the dox and also scoured the web for samples.  I have yet to find any working code.

    Has anybody successfully used this class

  • Guler

     Skyser wrote:
    Thanks Ross, but I've read all the dox and also scoured the web for samples.  I have yet to find any working code.

    Has anybody successfully used this class

    The UV Atlas stuff is pretty new, I don't know if anyone has seriously tried using it in managed code.  It's still seems to in state of flux and it does have some issues, but there are people are using it in C++.  You might try playing around with the uvatlas command line tool in the SDK and see if that gives you any insight on how things are supposed to work.  If you have any specific problems with using UV Atlas in managed code, if you've tried using it and it's not working the way you expect it to, you should post them here and maybe someone can help you out.

  • Brian Rose

    What exactly are you asking for   Do you want a texture map output with the mesh drawn on a texture   Are you asking for it to combine existing textures on the object into one texture

    Regards,
    Dave



  • Fraggle

    "Do you want a texture map output with the mesh drawn on a texture "

    Yes, precisely.  I would like to be able to output a texture template that I could draw on in Photoshop.

  • Carl Styles

    okay, i've been messing with the uvatlas C++ command-line tool.

    i understand that it generates a new mesh with optimal UV mappings, but is it possible to have it output a texture map that corresponds to those settings

    the closest i've been able to come is to have the tool use the /t option and output an .x file that has unwrapped the mesh onto a single plane.

    _anybody_ who has messed with this please let me know so I don't feel sooooooooo all alone. WAAAAAAAAAH!!!!!

    --s

  • newpassport

     Skyser wrote:
    I'm a managed DX junkie so, ideally, any examples would be in C#.  Although _any_ working code samples would be welcome.  Especially around the IntegratedMetricTensor class because I have absolutely no idea what is going on here.

    Try reading the C++ documentation.  There's a section there called "Using UVAtlas" that doesn't seem to be in the Managed documentation.  It seems to have a good explaination of what's going on with Integrated Metric Tensors.


  • Vibhore Goyal

    Okay, here I am responding to my own post, but this is a bit more clarification...

    I'm a managed DX junkie so, ideally, any examples would be in C#.  Although _any_ working code samples would be welcome.  Especially around the

    IntegratedMetricTensor

    class because I have absolutely no idea what is going on here.

    Anybody have a clue   Dave Tom ... Bueller =)

    Thanks,

    --Skyser


  • Jamie Briant

     Skyser wrote:
    i understand that it generates a new mesh with optimal UV mappings, but is it possible to have it output a texture map that corresponds to those settings

    Hmm... no, it doesn't look like the uvatlas command line tool can do that.  You can however generate an appropriate texture in your own code by using the TextureGutterHelper.ResampleTexture method.

  • Need UV Atlas help