Re: [Algorithms] Texture mapping, Weighted Vertex Normals and Octree Nodes
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From: Juan C. A. B. <jc...@ro...> - 2001-01-29 01:59:22
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At 12:07 PM 1/29/2001 +1100, you wrote: >Texture Mapping: >Just say I have a stone. The stone is roughly spherical(convex). I have a >texture that has been made tileable and would like to wrap the stone in >the texture without seams. This concept seems quite difficult for me >without the use of some bizzare shape dependent use of spherical mapping >and modifying the texture. How does one do this? If the texture is made tileable in such a way that a horizontal edge matches a vertical edge, then you can make a cube, texture it, and then inflate it to make it spherical in shape. If horizontal edges do not match vertical edges, I believe that you can do it with a tetrahedron instead of a cube. The math is a bit more complex, though. The tetrahedron has 4 triangle faces, so you just pair them two and two, which gives you two squares for mapping the texture. Salutaciones, JCAB --------------------------------------------------------------------- Juan Carlos "JCAB" Arevalo Baeza | http://www.roningames.com Senior Technology programmer | mailto:jc...@ro... Ronin Entertainment | ICQ: 10913692 (my opinions are only mine) JCAB's Rumblings: http://www.metro.net/jcab/Rumblings/html/index.html |