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kurtz le pirate <kur### [at] gmailcom> wrote:
> after two days of absence, I find your example... and what example !
> on first reading, I understood nothing, but I'm going to peel it back a
> bit more.
He's just got the uv-mapping data hardwired into the object definition.
So, if you were going to map a sphere, you'd use theta and phi to describe the
surface.
remapping theta and phi from radians to a 0-1 domain, you can grab the pixel
from the image.
So you just write a function to do that "inverse uv mapping", and apply it to an
average texture that combines the r, g, and b values from the image map.
- BW
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