This is an unofficial compile of the unofficial MegaPOV.  Neither Nathan Kopp or the POV-Ray team are resposible for supporting this version.  Any questions should be sent to me at AmaltheaJ5@aol.com.

The purpose of this patch was to add better uv mapping support to bicubic patches.  In addition to adding support for type 2 and type 3 patches, this compile takes four uv vectors instead of 2 after the keyword uv_vectors.  Beyond that, it works the same as in MegaPOV...read the MegaPOV docs for the use of other features.

You must have official POV-Ray 3.1g for Windows installed for this program to work.  The files Cmax101.dll and Cmedit.dll must be in the same directory for the editor to function properly.

Any general quadrilateral can be specified by uv_vectors

uv_vectors <u1, v1>, <u2, v2>, <u3, v3>, <u4, v4>
set to be <0, 0>, <1, 0>, <1, 1>, <0, 1> by default

textures in the plane z=0 correspond to the parameters of the surface:

(u, v) = (x, y)

And finally, the uv_vectors correspond to the corners of the bezier patch:

uv1 = Point_1
uv2 = Point_4
uv3 = Point_16
uv4 = Point_13

The uv_vectors are read when the scene is parsed and a homogenous 3x3 matrix is built to handle the tranformation.  When a ray intersects a patch, the u and v components of the surface are calculated and tranformed by this matrix to find the mapping space. 

Mike Hough
AmaltheaJ5@aol.com