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UV mapping is also known as surface mapping. Like Ron Parker said, I explain
it more on the web site. The short of it is that if you stretch a bezier mesh
or triangle mesh that uses surface mapping, the texture gets stretched, too.
On other objects, surface mapping is not really that interesting.
But there are other improvements, too... like using an image for a general
pattern and a new compact syntax for triangle meshes.
-Nathan
K. Tyler wrote:
>
> For the un-enlightened including my self could you describe
> the purpose and function of U.V. mapping and some of it's
> more attractive benefits.
>
> Thanks
>
> K.Tyler
>
> Nathan Kopp wrote:
>
> > Hi all you happy ray-tracers! Hopefully this will make you all happier. :)
> >
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