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"Nathan Kopp" wrote:
> Basically, what you're asking for is not u/v mapping,
> but rather some type of texture coordinate interpolation,
> where each vertex of a mesh is mapped to a point in 3D
> texture space, and interpolation is used to find the other
> texture coordinates on the surface.
Yes. I don't really care what it would be called, but found it easier to
explain my thoughts if I just called it "UV-mapping". :)
> it probably wouldn't work well for many other objects.
> I'd like it if there'd be a way to make it work for all
> objects, and not just meshes.
What is the problem? That other objects have not 3 but 4 UV coordinates and
having those specified in 3D might cause them sometimes not to be co-planar?
If so, then couldn't it just be required that they're co-planar, and if not,
an error could be made, or the texture could be ignored, or something like
that. Like polygons currently work...
Rune
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