> In a mesh the textures cannot be translated differently for the different
> triangles. So to do UV mapping I have to either
> A) Remove the mesh{} block around the triangles.
> B) Predeclare a unique texture for every single triangle.
For B) I suppose you suggest something like:
#declare t1=texture{... transform ...}
#declare t2=texture{... transform ...}
...
mesh{
triangle{ ... texture{t1} } // or smooth triangle
triangle{ ... texture{t2} }
...
}
which of course requires a lot of memory to declare both texture variables
and textures in the mesh. But what about the following syntax ?
mesh{
#declare t=texture{ ... transform ...} // #local is more elegant ?
triangle{ ... texture{t} }
#declare t=texture{ ... transform ...}
triangle{ ... texture{t} }
...
}
which might be only a little longer to parse... maybe not.
In case you were talking about this syntax, please ignore my post !
BTW declaring UV vectors with XYZ should change the mesh2 syntax ;-)
*** Nicolas Calimet
*** http://pov4grasp.free.fr
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