POV-Ray : Newsgroups : povray.general : ANNOUNCE: UV-Mapping (unofficial compile) Server Time
16 Nov 2024 11:17:48 EST (-0500)
  ANNOUNCE: UV-Mapping (unofficial compile) (Message 1 to 3 of 3)  
From: Nathan Kopp
Subject: ANNOUNCE: UV-Mapping (unofficial compile)
Date: 2 Sep 1998 01:07:03
Message: <35ECC39A.CAF1CB30@ltu.edu>
Hi all you happy ray-tracers!  Hopefully this will make you all happier. :)

I was going to wait until 3.1 was out of beta, but some people requested this:

I hope that this doesn't conflict too much with 3.1 beta testing, but I've got
some more beta testing for you all to do.  I've been working on adding UV
mapping (and other stuff) to POV-Ray.  Yes, that's right.  There's source code
for all platforms and an executable for Windows.  BTW, it's version 3.01.  I
know that there 3.02 is the newest official version, but I just now noticed
that I was using an older version of the source code... and it's too late now. 
When version 3.1 is out of beta, I'll put these changes into it.  Until then,
just play with what I've got.  :)

Go to:
http://www.grfn.org/~nkopp/pov/uvmap.html

First... my web page is being hosted by some very nice people at the Grand
Rapids Free Net in Grand Rapids, Michigan, USA.  It's a free account, so I
don't know what kind of network traffic they're expecting me to generate.  If
someone could provide an alternative download side, I'd greatly appreciate
it!!!  :)

NOTE: this is an UNOFFICIAL compile - it is not supported by the POV-Ray team.
NOTE: this is a BETA version (although it doesn't say so in the documentation)
      UV mapping is not implemented for many objects... currently you can use
      it with bicubic_patch, mesh, mesh2, sphere, and box.  Also, sphere and
      box are not documented.  box folds the texture around it in an
interesting
      way... it probably needs to be documented, but you can play with it if
you
      want to.

-Nathan Kopp


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From: Ron Parker
Subject: Re: ANNOUNCE: UV-Mapping (unofficial compile)
Date: 2 Sep 1998 11:05:09
Message: <35ed5095.0@news.povray.org>
On Tue, 01 Sep 1998 21:09:53 -0700, K. Tyler <tyl### [at] pacbellnet> wrote:
>For the un-enlightened including my self could you describe
>the purpose and function of U.V. mapping and some of it's
>more attractive benefits.

This information is on the webpage he pointed you to.


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From: Nathan Kopp
Subject: Re: ANNOUNCE: UV-Mapping (unofficial compile)
Date: 2 Sep 1998 17:20:53
Message: <35EDA7D7.9564E87D@ltu.edu>
UV mapping is also known as surface mapping.  Like Ron Parker said, I explain
it more on the web site.  The short of it is that if you stretch a bezier mesh
or triangle mesh that uses surface mapping, the texture gets stretched, too. 
On other objects, surface mapping is not really that interesting.

But there are other improvements, too... like using an image for a general
pattern and a new compact syntax for triangle meshes.

-Nathan

K. Tyler wrote:
> 
> For the un-enlightened including my self could you describe
> the purpose and function of U.V. mapping and some of it's
> more attractive benefits.
> 
> Thanks
> 
> K.Tyler
> 
> Nathan Kopp wrote:
> 
> > Hi all you happy ray-tracers!  Hopefully this will make you all happier. :)
> >


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