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clipka <ano### [at] anonymousorg> wrote:
> Arranging the control points the other way round ("clockwise" vs.
> "counter-clockwise") should to the job.
I thought so too, since it ought to be just like triangles, but using either
uv_vectors <0,0> <1,0> <1,1> <0,1>
or
uv_vectors <0,0> <0,1> <1,1> <1,0>
gave me the same result.
bicubic_patch {
type 1
flatness 0.1
u_steps 4 // number of triangles to subdivide (1 to 5)
v_steps 4 // number of triangles to subdivide (1 to 5)
//uv_vectors <0,0> <1,0> <1,1> <0,1>
uv_vectors <0,0> <0,1> <1,1> <1,0>
<-2, 0, 2>, <-1, 0, 2>, <1, 0, 2>, <3, 0, 2>,
<-2, 0, 1>, <-1, 0, 1>, <1, 0, 1>, <3, 0, 1>,
<-2, 0, -1>, <-1, 0, -1>, <1, 0, -1>, <3, 0, -1>,
<-2, 0, -2>, <-1, 0, -2>, <1, 0, -2>, <3, 0, -2>
uv_mapping
interior_texture { pigment { image_map { png "Numbered_Grid-Red-Blue.png" }
scale 1} finish {phong 0.6 phong_size 20}}
texture { pigment { image_map { png "Numbered_Grid-Red-Green.png" } scale
1} finish {phong 0.6 phong_size 20}}
scale <1, 1, 1> rotate <180, 0, 0> translate <0, 0, 0>
} // end of bicubic_patch
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