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"Bald Eagle" <cre### [at] netscapenet> wrote:
> 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.
uv_vectors <0,0>,<0.25,0>,<0.25,1>,<0,1>
uv_vectors <0.25,0>,<0.5,0>,<0.5,1>,<0.25,1>
uv_vectors <0.5,0>,<0.75,0>,<0.75,1>,<0.5,1>
uv_vectors <0.75,0>,<1,0>,<1,1>,<0.75,1>
0 = 0% image width or image height
0.25 = 25% image width or image height
0.5 = 50% image width or image height
0.75 = 75% image width or image height
1 = 100% image width or image height
x>1 or y>1 - bad value
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