Re: [Algorithms] Texel area
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From: Manuel M. <m.m...@wa...> - 2011-02-07 10:46:59
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Hi Diogo, > This seems counter-intuitive... I understand your reasoning, and I can't > find a mistake in your logic, but it seems to me that the size shouldn't be > constant (from an intuitive standpoint)... you are probably thinking about the usual texture mapping setup, where a projective mapping (from screen space to texture space) is performed. In this canonical case, the texture footprint is position dependent (you describe the mapping of projective planes by a homography, which is linear in homogenous coordinates, but non-linear in texture/screen coordinates due to the perspective division). Your setup is just a linear transform of a 2D subspace (you want to transform the UV plane into the world space triangle plane), i.e. you seek a mapping of the UV-basis vectors to their respective world-space counterparts. cheers, Manuel |