[Algorithms] LightWave Texture reference object mapping algorithm
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From: Davide P. <da...@pr...> - 2000-07-20 07:21:59
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Hi ! I'm trying to mapping the UV coordinates of a mesh with both surface panel texturing parameters and texture reference object. All the stuff works fine, but the source code is somenthing like this : (Example for a planar mapping) ---WithOut RefObject : vertex -= texture center; vertex.x = axis / texture center * .5 vertex.y = axis / texture center * .5 (ok... I don't remember exactly the code :-))) ) --- With RefObj vertex -= (texture center + refObj.translate); vertex.rotate(refObj.rotation); vertex.x = axis / texture center*refObj.scaling * .5; vertex.y = axis / texture center*refObj.scaling * .5; (Hmmmmmm...Ok... I don't remember exactly the code :-))) ) (Again....) :-)))) Well... I world like to know is there is a matrix version of the stuff above. Somenthing like this : MappedVertex = VertexCoordinates * MatrixOfMapping; Davide Pirola www.prograph.it www.protonic.net |