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On 07/12/13 18:24, David Given wrote:
[...]
> face_indices {
> 12,
> <0, 1, 2>, 1, 0, 1,
Arrgh --- I hadn't twigged that the texture values here are *integers*
--- indices into the texture list. Interpolation isn't done if you
supply a fractional value.
So instead I've wedged my texture values into the u channel of the uv
mapping, and am then doing this:
object
{
mesh2
{
#include "/tmp/mesh.inc"
}
scale km
uv_mapping texture
{
gradient x
texture_map
{
[0.0 pigment { rgb <1, 0, 0> }]
[1.0 pigment { rgb <0, 1, 0> }]
}
}
}
Simple, easy, effective, and doesn't need face_indices at all.
In fact this has shown up a fundamental flaw in my logic, which is that
by using a simple linear range of textures like this I can't interpolate
from texture #0 to texture #10 without going through all the textures in
between, which would look a bit odd. So I'm going to have to rethink my
reasoning from the ground up.
--
┌─── dg@cowlark.com ─────
http://www.cowlark.com ─────
│ "There does not now, nor will there ever, exist a programming
│ language in which it is the least bit hard to write bad programs." ---
│ Flon's Axiom
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