Warp wrote:
>
> I have another advantage: UV-mapping a quadrilateral consisting of
> two triangles simply doesn't work right. A true quadrilateral with
> properly implemented UV-mapping would work right.
> Of course this poses a problem: How do you texture an UV-mapped
> quadrilateral in patological cases (eg. when it's concave)?
Put a warning in the docs that it may not work right...
Post a reply to this message
|