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"Tim Attwood" <tim### [at] comcast net> wrote:
> 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.
This rendering is the correct one for a set of two triangles at angle.
However, I guess you don't want it to look like a set of two triangles at
angle but as a 3D surface. To do this you need a mesh that doesn't describe
a set of triangles at angle. I'm sorry but this is it.
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