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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)?
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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