|
|
Herve <her### [at] hotmailcom> wrote:
> 1st) to generate a UV map with the vertex color map of
> the vrml object and 2nd) to use the generated UV map in moray to restore
> the color of the imported vrml geometry.
I don't really understand what you are trying to say.
UV-coordinates are just that, coordinates (more specifically,
2D coordinates). There's nothing else to them. Basically they have
nothing to do with colors.
UV coordinates can be used to map a texture onto the mesh. IOW the
UV coordinates say how the texture should be "stretched" (if we can
use that kind of description) and put onto the surface of the mesh.
One could think of a UV coordinate (eg. <0.1, 0.2>) as saying
"transform the texture so that the point at <0.1, 0.2> in the texture
ends up at this point in space (ie. the location of the vertex)".
This is a bit different from specifying a per-vertex texture (which
can be just a single color).
With UV coordinates one texture is applied to the mesh (and transformed
so that the texture coordinates coincide with the vertex coordinates).
With per-vertex textures several (non-transformed) textures are used and
interpolation is done from one texture to another.
--
- Warp
Post a reply to this message
|
|