|
|
I did find this:
8.6.4. Other changes related to UV mapping
Author: Nathan Kopp
Modified (4 corners for bicubic_patch) by: Mike Hough
I've added a new keyword, uv_vectors. This keyword can be used in bicubic
patches (type 0, 1, 2 and 3) to set the UV coordinates for each of the four
corners of the patch. This goes right after the control points and right before
the texture. The default is
uv_vectors <0,0>,<1,0>,<1,1>,<0,1> // syntax is "uv_vectors
<corner1>,<corner2>,<corner3>,<corner4>"
If you had another patch sitting right next to this (as happens often with
sPatch or Moray), you could map the exact same texture to it but use something
like
uv_vectors <1,0>,<2,0>,<2,1>,<1,1> // syntax is "uv_vectors
<corner1>,<corner2>,<corner3>,<corner4>"
(depending on which side of this patch the other is on) so that the two textures
fit seamlessly together.
(see inline image at http://www-f9.ijs.si/~matevz/docs/MegaPov/megapov.html)
I'll have to a lot of experiments and see what I can figure out.
Post a reply to this message
|
|