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From: | "Alexei A. Frounze" <dummy_addressee AT hotmail DOT com> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: please help with Texture coordinates! |
Date: | Sun, 25 Mar 2001 10:06:24 -0500 |
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References: | <3ABDDBA9 DOT B937780E AT free DOT fr> |
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To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
The best explanation is here: http://www.lysator.liu.se/~mikaelk/doc/perspectivetexture/ I also have some code.... See on my page... Good Luck -- Alexei A. Frounze alexfru [AT] chat [DOT] ru http://alexfru.chat.ru http://members.xoom.com/alexfru/ http://welcome.to/pmode/ "Kirill Pankratiev" <kirill AT free DOT fr> wrote in message news:3ABDDBA9 DOT B937780E AT free DOT fr... > Hello All! > > I would like to know how to use texture coordinates for > perspective texture mapping. > > So far i 've always used the 'magic vectors' to transform > points from screen space to texture space . ie > > (u,v) = T * invP * invV *(Sx, Sy, 1) > where invV is the inverse viewport transformation and invP > is the inverse Projection and T is the "Magic matrix" > Here we suppose that texture coordinates are > (0,0) (1,0) > (0,1) (1,1) > > What i want to do is to have U V associated with each vertex > so that i can start at say (0,5,0.5) and end at (0.8, 0.8 ) of the > texture > for exempla. > When i use linear interpolation it works but it gives very poor quality > because > it doesn' t take into account perspective deformation. > Can somebody please explain what i should do from the stage where i > project > the polygon? > > Thanks. > >
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