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"Chrisir" <nomail@nomail> wrote:
> Do you have any code for a big box with image on
> *one* side?
Well, it doesn't seem to matter much how the other sides look, right? So I'd use
the following approach:
- Create a unit box (from <0,0,0> to <1,1,1>)
- Map the texture onto it using the default map_type (parallel projection)
- Translate the box by <-0.5,-0.5,-0.5> to be centered at <0,0,0>
- Scale the box non-uniformly by, say, 10000 and 10000*image_heigh/image_width
units, respectively
- Rotate the box to match the actual camera orientation (*)
- Translate the box to be centered at the actual camera location
(*) Ideally you use some suitable formulae here; if however you decide to tweak
the rotation manually, do the fine-tuning of the rotation parameters when you
have already implemented the final translation.
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