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58

answers:

1

Well, I've got many UV coordinates of a 3D model clearly in the range 0-1 and many coords in seemingly pixel values in the range 100-300.

How do I know which one to interpret the coordinates as? Is there a standard or system for this?

I notice that each 3d meshes in the exported file may use either system. Is this normal procedure, and if so, how do I interpret the UV texture mapping coordinates to display them correctly in my 3d engine?

Examples of coordinates in the 0-1 system:

vt 1.04017 2.60853

vt -0.984585 -0.0106576

Examples of coordinates measuring by the pixel:

vt -208.397 776.637

vt -208.397 32.6369
+1  A: 

What is the file format of your 3D model? Also note that it's perfectly valid to have UV mapping coordinates ranging outside 0-1, e.g. for wrap or repeat texturing modes (refer to OpenGL or Direct3D texturing mode).

Stringer Bell
Its an OBJ from an online 3D library. I've uploaded the model I'm using to test here. http://www.box.net/shared/s35azk05eg - Its a building, and you can see some faces apparently measured in pixels, and some in the range of -5 to 5 with great accuracy. Any help would be greatly appreciated.
Jenko