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"Chris Huff" wrote:
> "Rune" wrote:
> > 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.
> >
> > Neither of those are attractive solutions.
>
> How about:
> C) Declare an array of textures. Use the textures in the array
> instead of individual textures.
That's what I meant in B) of course. But it's still individual textures no
matter if they're in an array or not.
> D) Write a macro that declares a texture (transformed to fit)
> and then uses it in a triangle. This *should* work...in fact,
> I think it has been done.
Now I'm completely confused.
Maybe you've misunderstood me. Coding the POV-script that does the
UV-mapping is not the problem at all. I've already done that, and it works.
The problem is the amount of memory required: One unique texture for every
single triangle.
Rune
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