OK, so I managed to noodle out the 8 different possible "straightforward" square
control point matrices - starting out from one of 4 corners and beginning the
definition of the patch in either the X or Z direction.
These were rendered with the default counter-clockwise uv-vectors, as pairs of
front and back faces of the patches.
Then a second set of patches were rendered with the uv-vectors running
clockwise.
It's still not clear exactly how the uv-vectors and the control points map to
each other, but I have noticed that you can pick out mirrored sets of matrices -
so that might be a good lead to pursue tomorrow.
I'm posting this here now for interested folks to look over, ponder, and
hopefully make some helpful observations and suggestions.
Thanks
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