rex64, on 18 August 2012 - 01:02 PM, said:
Also, I tried to change the Wood map to add underlines under the numbers, to make it more clear, but somehow everything is mirrored now?
I "think" I see what you are talking about there. I think you'll find it was always that way. You probably just now noticed it.
It was never a big enough deal for me to correct it. As long as back face culling is off both sides of the cube will draw.
Change the draw code like this:
protected override void Draw(GameTime gameTime)
{
RasterizerState RS = new RasterizerState();
//DepthStencilState depthBufferState;
GraphicsDevice.Clear(Color.Black);
RS.CullMode = CullMode.None;
RS.FillMode = FillMode.Solid;
Then move the box so that you can stand inside it. Once you're inside it, look at the numbers. They'll be correct.
The problem is that the texture needs to be applied backwards to the box. In other words, the UV mapping is backwards. If you flip the UV mapping it will be correct on the outside and wrong on the inside (which is fine because normally you have back face culling on and the box would be solid so that you can't get inside of it).
This post has been edited by BBeck: 18 August 2012 - 02:18 PM

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