How to avoid texture-map overlapping? [message #46388] |
Mon, 14 November 2005 16:46 |
uniqrat
Messages: 2 Registered: November 2005
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Junior Member |
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Hi,all
Here is my program:
;----------------------------------------------------------- ------------
function make_revolution_model
points=20
theta=findgen(points)/(points-1)*!pi/2./3.
r=2*cos(3*theta)
x=r*cos(theta)
y=r*sin(theta)
z=fltarr(points)
;print,x
;print,y
shape=make_array(3,points)
shape(0,*)=x
shape(1,*)=y
shape(2,*)=z
nFacets =64
rotVec = [1,0,0]
MESH_OBJ, 6, verts, conn, shape, $
P1=nFacets, P3=rotVec
sizeImage = SIZE(verts)
rgba = BYTARR(4, sizeImage[2], sizeImage[3])
rgba[0, *, *] = 255
rgba[1, *, *] = 0
rgba[2, *, *] = 0
rgba[3, *, *] = 40
oImage= OBJ_NEW('IDLgrImage', rgba, HIDE=0)
oPoly = OBJ_NEW('IDLgrPolygon', verts, POLY=conn,$
texture_map=oImage,color=[255,255,255]) ;,shading=1
return, oPoly
end
;----------------------------------------------------------- ------------
pro radar_beam
oModel = OBJ_NEW('IDLgrModel')
oBeam = make_revolution_model()
oModel->Add, oBeam
XOBJVIEW, oModel, SCALE=1.0, TITLE=title, /BLOCK
end
;----------------------------------------------------------- ------------
I want to make the beam transparent.So I put a texture on it. But it is
overlapped.
How can I map it uniformly?
Thanks a lot.
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