Shaky colors on my tiles.

621
3
05-28-2014 04:15 AM
KennethLindhardt
Occasional Contributor
I have a problem with my colors, normaly I???m able to change this  with some kind of projection, I have been thru a lot of different settings, but only in my Glass rule, I don???t know if I need to setup the scope or projection prior my Glass rule.
A little help here would be very appreciated.

/**
 * File:    Test 2.cga
 * Created: 27 May 2014 07:43:52 GMT
 * Author:  KennethL
 */

version "2013.1"

attr height = 100
attr groundfloor_height = 6
attr floor_height = 3
attr top_ledge = 0.5
attr first_tile = mid_tiles - wall
attr mid_tiles = 5
attr last_tile = mid_tiles
attr top_legde2 =0.2
attr wall = 0.1
attr window = mid_tiles - wall 
attr frameW = 0.5
const window_tex = "images/1_glass_2_blue.tif"
Building -->
comp(f){ front : Frontfacade | side : SideFacade | top: Roof}
@Location(903,-265)
Frontfacade -->
split(y){ groundfloor_height : Floor(split.index) 
| groundfloor_height : Floor(split.index) 
| {~floor_height : Floor(split.index)}* 
| floor_height ++ top_ledge : Floor(999)}





@Location(1124,-680)
Floor(floorindex) -->
case floorindex == 0 :
 split(y){ TileRow(floorindex) | top_ledge/2 : Balcon }
case floorindex == 999 :
 split(y){ TileRow(floorindex) | ~top_ledge : Ledge | top_legde2 : TopLedge2}
 
case floorindex == 1 :
 split(y){ TileRow(floorindex) | top_ledge : Ledge }
else :
 split(y){ TileRow(floorindex) | top_ledge : Ledge } 

@Location(2078,-568)
TileRow(floorIndex) -->
case floorIndex == 0:
split(x){ ~mid_tiles: Ground_facade }* 
case floorIndex == 1:
split(x){ ~mid_tiles: Ground_facade }* 

else:
split(x){ ~mid_tiles: First_tile | {~mid_tiles : Mid_tiles }*|~mid_tiles: Last_tile }
@Location(2549,-192)

@Location(2782,-267)
First_tile -->
split (x) {mid_tiles : Window3 | wall : Wall } Shape

@Location(3070,1044)
Last_tile -->
split (x) {wall : Wall | mid_tiles : Window2 } Shape


@Location(3055,682)
Mid_tiles -->
split (x) {wall : Wall | ~mid_tiles : Window | wall : Wall} Shape
@Location(3779,663)
Window --> 
split(x){ frameW: Frame | ~1: Glass | frameW: Frame}
split(y) {floor_height-top_ledge-0.5 : Glass | ~frameW : Frame}

@Location(5004,798)
Frame -->
extrude(0.02) color("#676D6D")
@Location(5059,1143)
Glass -->


 projectUV(0) setupProjection(0, scope.xy, ~1, ~1) texture(window_tex) color("#FFFF80") 

@Location(4226,391)
Wall -->
extrude(0.05) color("black")
Shape

@Location(1896,459)
Ledge -->
extrude(0.05) color("#7E7B78") Shape

@Location(3707,1537)
Window2 --> 
split(x){  frameW: Frame | ~1 : Glass}
split(y) {floor_height-top_ledge-0.5 : Glass | ~frameW : Frame}
Window3 --> 
split(x){  ~1 : Glass | frameW: Frame }
split(y) {floor_height-top_ledge-0.5 : Glass | ~frameW : Frame}
@Location(2895,-693)
Ground_facade --> 

split(x) { wall : Wall | ~mid_tiles : Glass | wall : Wall  } Shape

@Location(2293,-179)

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3 Replies
MatthiasBuehler1
Frequent Contributor
first, you need to do setupProjection(), then projectUV().

I see you have reversed this at some point.


btw. please try to post only minimal code about the actual issue, the full code blurs the problem a bit .. 🙂

m.
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KennethLindhardt
Occasional Contributor
Will do next time,
I just didn�??t know where I should start to setup the projection, I don�??t know where it was turned around. So I tried to do this just before I assigned the color, it didn�??t make any changes.
Glass -->
setupProjection(0, scope.xy, '1, '1) projectUV(0) color("#FF0000") Shape
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KennethLindhardt
Occasional Contributor
This is probably not the best way or the right way to do it, but I did a comp split took the front, and extruded it a little, and then my colors worked.
I would still like to get this setup probably, but now my project can continue. Until next issue 😉
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