POV-Ray : Newsgroups : povray.unofficial.patches : csg error with megapov's solid mesh? : Re: csg error with megapov's solid mesh? Server Time
2 Sep 2024 06:15:09 EDT (-0400)
  Re: csg error with megapov's solid mesh?  
From: Nathan Kopp
Date: 29 Aug 2000 18:52:22
Message: <39ac3ea6@news.povray.org>
"ryan constantine" <rco### [at] yahoocom> 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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