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I want to apply a texture to a disc (or a square or any plane object), applying
some deformation to the image I'm using. The deformation is incremental and
depends on the clock.
So I define a mesh of triangles to draw the disc and use the uv_vectors in each
point of the mesh to give the texture (uv_mapping).
Then, I apply the deformation to the uv_vectors and I leave fixed the
correspondence between the vertices of the triangles in the mesh and the
uv_vectors.
The grid made by uv_vectors always works properly, but when I apply some heavy
deformations, the mapped image does not follow the movement of the grid. More
precisely, the uv_vectors are being deformed as I want to (only in some area),
but the textured image undergoes other deformations, even outside the area in
which the uv-grid is changing.
Did anyone had a similar problem? I can post a piece of code if needed.
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