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Christian Froeschlin wrote:
> Possible workarounds include:
>
> o Split your sweep into multiple shorter sweeps, for each of which a
> linear gradient may be a good enough approximation for texturing
Ah, wouldn't work all too good in my case I'm afraid.
> o Switch to an object which supports uv_mapping such as "parametric"
Is there an object that's slower than parametric? ;) Seriously, the
cylinder/sphere method I'm using now is IMHO better suited (but still
not optimal).
> o Implement uv_mapping for sphere_sweep and publish a patch ;)
Uh, nice idea. Now if I just had any idea about uv mapping :)
Thanks for your tips!
Florian
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