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Nathan Kopp wrote:
>
> Due to lack of requests and general interest in uv mapping (with the
> exception of meshes and bezier patches), I haven't worked on it in ages and
> nobody else has contributed any uv code for various objects.
Well, I initially planed to added more uv_ code to the existing UVPov, but
then I realised that the concept of uv_mapping is limited to object that can be
somehow made of a thin elastic flat plane which is deformed to map the object.
Infinite cone (my start) is easy to map, but the POV cone is difficult to map
on the cap...
That how I ended with warp!
> If you'd like
> to contribute code, I'd greatly appreciate it. What you posted in p.b.i
> could probably be done in POV code, though not too easily,
Well, it would be interesting to see how to do it in POV code. Especially
if the cubic basic pattern is replaced with any other fancy one.
You may take some idea from the formula for the missing mapping.
> so I am intersted
> in your work. If you want your warps included in UVPov, let me know.
>
Well, it's now available on
http://www.altern.org/grimbert/pov
So see how you like it or not, and feel free to include it if you want.
> Also, the POV-Ray Team is working on uv mapping themselves (for POV 3.5)
> which I think will be somewhat different from my code, so putting too much
> effort into uv mapping might not be worth it.
The problem of UV mapping is that it has to be done for all objects,
differently!
And some objects are probably impossible to map (generic mapping for blob is
just
the beginning, then come the isosurface and the sphere_sweep...)
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