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A mesh consists of triangles (at least in POV).
The uv mapping for each individual triangle
is correct.
However, the perspective effect that you wanted
comes from a quad.
POV supports quads as polygons, but not the
uv mapping for them. That leaves the
bicubic_patch, that can do what you want at
the expense of memory use and render time,
but it requires control points to deal with the
curves. So the most practical solution is just
to subdivide your triangles to get better
uv mapping.
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