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thanks, i was thinking that uv mapping was megapov only so i was only
looking there. no i just have to figure out which tringle is which and
what i want to texture it with.
Nathan Kopp wrote:
>
> "ryan constantine" <rco### [at] yahoo com> wrote...
> > > >, or do i need to convert to mesh2? if so how? or can i use
> > > > uv mapping? how?
> > >
> > > Yes.
> >
> > which? all?
>
> Yes, you can use uv mapping. You do not have to convert to mesh2.
>
> > i read it, but i'm a little foggy. as a regular mesh, there are no face
> > entries right? unless i'm blind i only saw instructions for texturing
> > mesh2 objects.
>
> Are you looking in the MegaPov documentation or the official POV 3.1
> documentation? I was referring to the 3.1 docs. From that documentation,
> in the "Mesh Object" section, you'll read:
>
> ------ begin quote -------
> Now let's begin. We will create a simple box with differently colored sides.
> We create an empty file called meshdemo.pov and add the following lines.
>
> camera {
> location <20, 20, -50>
> look_at <0, 5, 0>
> }
> light_source { <50, 50, -50> color rgb<1, 1, 1> }
> #declare Red = texture {
> pigment { color rgb<0.8, 0.2, 0.2> }
> finish { ambient 0.2 diffuse 0.5 }
> }
> #declare Green = texture {
> pigment { color rgb<0.2, 0.8, 0.2> }
> finish { ambient 0.2 diffuse 0.5 }
> }
> #declare Blue = texture {
> pigment { color rgb<0.2, 0.2, 0.8> }
> finish { ambient 0.2 diffuse 0.5 }
> }
>
> We must declare all textures we want to use inside the mesh before the mesh
> is created. Textures cannot be specified inside the mesh due to the poor
> memory performance that would result.
>
> Now we add the mesh object. Three sides of the box will use individual
> textures while the other will use the global mesh texture.
>
> mesh {
> /* top side */
> triangle { <-10, 10, -10>, <10, 10, -10>, <10, 10, 10>
> texture { Red }
> }
> triangle { <-10, 10, -10>, <-10, 10, 10>, <10, 10, 10>
> texture { Red }
> }
> /* bottom side */
> triangle { <-10, -10, -10>, <10, -10, -10>, <10, -10, 10> }
> triangle { <-10, -10, -10>, <-10, -10, 10>, <10, -10, 10> }
> /* left side */
> triangle { <-10, -10, -10>, <-10, -10, 10>, <-10, 10, 10> }
> triangle { <-10, -10, -10>, <-10, 10, -10>, <-10, 10, 10> }
> /* right side */
> triangle { <10, -10, -10>, <10, -10, 10>, <10, 10, 10>
> texture { Green }
> }
> triangle { <10, -10, -10>, <10, 10, -10>, <10, 10, 10>
> texture { Green }
> }
> /* front side */
> triangle { <-10, -10, -10>, <10, -10, -10>, <-10, 10, -10>
> texture { Blue }
> }
> triangle { <-10, 10, -10>, <10, 10, -10>, <10, -10, -10>
> texture { Blue }
> }
> /* back side */
> triangle { <-10, -10, 10>, <10, -10, 10>, <-10, 10, 10> }
> triangle { <-10, 10, 10>, <10, 10, 10>, <10, -10, 10> }
> texture {
> pigment { color rgb<0.9, 0.9, 0.9> }
> finish { ambient 0.2 diffuse 0.7 }
> }
> }
> --------- end quote --------
>
> > is there a uv mapping tut' out there?
>
> I don't think there currently is. Sorry.
>
> -Nathan
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