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Thanks!
Fabian.
>
> Fabian BRAU wrote:
> >
> > I don't how you can give u and v values information with mesh
> > syntax? But one says that uv_maping work with mesh! So...
> >
> > Fabian.
> >
>
> Perhaps I should leave this problem to people with better knowledge of
> uv-mapping in POV-Ray, as I'm quite ignorant in this area. (When Nathan
> logs in, then perhaps he will explain it better.) As I understand it,
> MegaPov accepts uv_vectors inside triangle mesh block. But still there
> should be something, who generates this uv information.
> From MegaPov help file:
> =================8<===8<====================================
> I've added a new keyword, uv_vectors. This keyword can be used in
> bicubic patches to set the UV coordinates for the starting and ending
> corners of the patch. The default is
>
> uv_vectors <0,0>,<1,1> // syntax is "uv_vectors <start>,<end>"
>
> 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 <0,1>,<1,2> // syntax is "uv_vectors <start>,<end>"
>
> (depending on which side of this patch the other is on) so that the two
> textures fit seamlessly together.
>
> This new keyword also shows up in triangle meshes (the original kind),
> and soon it will be in single triangles, too. Inside each mesh triangle,
> you can specify the UV coordinates for each of the three vertices
> uv_vectors <uv1>,<uv2>,<uv3>
>
> This goes right after the coordinates (or coordinates & normals with
> smooth triangles) and right before the texture. Now that I think about
> it, I could maybe make the syntax a bit more flexible (allow you to
> interchange "uv_vectors" and "texture").
> =================8<===8<====================================
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