Mail Archives: djgpp/1998/03/07/23:32:03
Here's what I don't get about the u and v coords for texture mapping.
You say I should interpolate them the same way as the x,y coords.
Well suppose you have a quad poly. It is a rectangle (4 90 degree
angles) and two of the sides are perpendicular to the y-axis (this is
basically what I'll be dealing with, anyway).
Take a look at these wonderful ascii diagrams (viewed as though looking
down)
| /
(a) ------------ (b) ------------
| /
(Let's just assume that the diagrams are basically the same, save for
the fact that b's poly is rotated slightly, meaning that the distance
from the end of a poly, to the intersection with the viewplane is the
same in both diagrams) Now, buy calculating the u and v coords the way i
did the x,y coords, it seems as though i would get two different vales
for u,v coords, when in fact, they should be the same.
Can you explain more on how to interpolate the u,v texture mapping
coords?
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