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![](/i/fill.gif) |
By the way, this scene demonstrates the problem with uv-mapping when
using two triangles to make a quadrilateral (AFAIK there's no way to
avoid this effect):
camera { location -z*4 look_at 0 }
mesh2
{ vertex_vectors { 4, <-2,-1.5,0>, <2,-1.5,0>, <1,1.5,0>, <-1,1.5,0> }
uv_vectors { 4, <0,0>, <1,0>, <1,1>, <0,1> }
face_indices { 2, <0,1,2>, <0,2,3> }
uv_mapping
texture
{ pigment { gradient x color_map { [0 rgb 0][1 rgb 1] } scale .1 }
finish { ambient 1 }
}
}
A true quadrilateral could interpolate the texture along the whole
quadrilateral instead of the two separate triangles, giving a more logical
result.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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![](/i/fill.gif) |