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John VanSickle wrote:
>
> This could be seen as an alternative form of UV mapping, I suppose.
Actually, it is quite standard. Assignment of uv coordinates
to mesh nodes is a standard feature of many mesh formats (OBJ,
for example), including the updated POV mesh format supported
in Kopp's Patched POV ( http://nathan.kopp.com/patched.htm ).
See http://nathan.kopp.com/meshes.htm for details, from which
the following example is an extract. Note the "uv_vectors" specify
the coordinates -- thus your lizard's skin won't creep.
Dan
-----------------
vertex_vectors
{
number_of_vertices,
<vertex1>, <vertex2>, ...
}
normal_vectors
{
number_of_normals,
<normal1>, <normal2>, ...
}
uv_vectors
{
number_of_uv_vectors,
<uv_vect1>, <uv_vect2>, ...
}
texture_list
{
number_of_textures,
texture { Texture1 },
texture { Texture2 }, ...
}
face_indices
{
number_of_faces,
<index_a, index_b, index_c>, [texture_index],
<index_d, index_e, index_f>, [texture_index],
...
}
normal_indices
{
number_of_faces,
<index_a, index_b, index_c>,
<index_d, index_e, index_f>,
...
}
uv_indices
{
number_of_faces,
<index_a, index_b, index_c>,
<index_d, index_e, index_f>,
...
}
[object modifiers]
}
--
http://www.flash.net/~djconnel/
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