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> > This works fine with megapov 0.5a (the bicubic patch has a checker
> > pigment applied to it) but in megapov 0.6a the bicubic patch is
> > just white:
>
> UV-mapping of bicubic patches changed between the two versions. I think
> it is explained under "8.6.4. Other changes related to UV mapping" in
> the MegaPOV manual.
A change that was made in version 0.6a is that the uv_vectors need to be
specified AFTER the patch vectors and before the uv_mapping keyword.
Warp's example renders properly if specified as:
bicubic_patch
{
type 1
flatness 0
u_steps 4
v_steps 4,
0, x, x*2, x*3,
y, x+y, x*2+y, x*3+y,
y*2, x+y*2, x*2+y*2, x*3+y*2,
y*3, x+y*3, x*2+y*3, x*3+y*3
uv_vectors <0, 0>, <1, 0>, <1, 1>, <0, 1>
uv_mapping
pigment { checker rgb x, rgb 1 scale .125 }
translate <-1.5,-1.5,0>
}
But there is still a bug present, since it should render properly without
ANY uv_vectors specified. I'm not positive, but I think that when someone
moved the code:
MSquareQuad(Object->ST, Object->Mapping); /* mapping matrix */
in parse.c, it caused that section of the code to not execute unless
uv_vectors are specified with the patch. The result is that mapping
transform is not performed on the uv_vectors created with the patch by
default, and thus the texture is not mapped correctly. Again, not sure but
I think that's the problem.
-Mike
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