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Could someone please post a short POV file that demonstrates UV mapping on a
mesh? The MegaPOV Help file does not give a real good description of
exactly how to work it.
Do the UV coordinates range from <0,0> to <1,1> like they do in OpenGL?
Where <0,0> is the Upper left of image and <1,1> is the lower right?
Jason
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Jason Miller wrote:
> Could someone please post a short POV file that demonstrates UV mapping on a
> mesh? The MegaPOV Help file does not give a real good description of
> exactly how to work it.
>
There's one here :
http://www.mediaport.net/Artichaud/Tran/sources/tutuve.htm
> Do the UV coordinates range from <0,0> to <1,1> like they do in OpenGL?
AFAIK yes (but I could be wrong).
> Where <0,0> is the Upper left of image and <1,1> is the lower right?
It looks a little more complicated than that. Some images work like that and for
some others it's the opposite on the v axis. I'm quite ignorant about this
because whenever there's a problem I just scale <1,-1,1> the image.
G.
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Gilles Tran <tra### [at] inapginrafr> wrote:
:> Do the UV coordinates range from <0,0> to <1,1> like they do in OpenGL?
: AFAIK yes (but I could be wrong).
I think that those coordinates just take the texture at the same
x-y-coordinates. So <0,0> takes the texture at <0,0,0> and <1,1> takes the
texture at <1,1,0>. I think you can also go further, so that <10,20> takes
the texture at <10,20,0>.
If you are using an image map as texture, it will (by default) range from
<0,0,0> to <1,1,0>, so in UV-coordinates from <0,0> to <1,1>.
So the answer is yes and no.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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