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UVs - Incorrect UV Range (0~255/256) #48

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shaddatic opened this issue Nov 25, 2024 · 0 comments
Open

UVs - Incorrect UV Range (0~255/256) #48

shaddatic opened this issue Nov 25, 2024 · 0 comments

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@shaddatic
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shaddatic commented Nov 25, 2024

SAIO, and by extension SAMDL, use 1/255, or 1/1023 etc, to convert the model's integer UVs to a 0~1 float value; meaning both expect model UVs to be in the range of 0~255.

However, the original games expect a UV range of 0~256 and use 1/256 to convert them - the HD/PC, but not GC, versions are outliers as they use 1/255, but this causes texture seams to appear and is clearly a mistake - this is the case for every model type too: Basic, Chunk, and Ginja.

This means the UV coordinates will be wrong when importing and exporting from SAIO; what looks right in one will look wrong in the other. Strangely, SAMDL actually uses the correct 1/256 value for Ginja models. This is likely because that's the values GameCube expected and the original developer understood that.

This issue applies to all model types, and all UV accuracy ranges, eg: 0~256, 0~512, 0~1024, 0~2048, etc.

Additionally, although the HD versions are bugged, SA2PC has already been patched in the coming SA2 Render Fix update for Chunk and Ginja. I am unsure what the SADX team plans to do at this time.

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