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> Just UV-maps, or everywhere? It seems that we ignore what the TIFF
library
> tells us about the orientation of the image. Whether that's something
that'll
> be easy to fix is anybody's guess, but it seems like it should affect more
> than just UV maps.
>
Yes, you're right. Regular mapping has to be inverted as well to work
properly. There's more, in fact, as even with the scaling <1,-1,1> is
applied as a workaround, the uv still doesn't look right (it's a mirror
image). Or is it a mesh2 problem ???
I posted a test scene in beta-test.binaries.
G.
--
**********************
http://www.oyonale.com
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Graphic experiments
Pov-ray gallery
> --
> plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip
x}rotate
> z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red
1rotate 60
> *z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb
z}text{ttf"arial.ttf"
> "RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron
Parker
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