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I want to remap a texture (say something from stones.inc) so that what
you see is not a function of <x,y,z> but rather of <f(x,y,z), g(x,y,z),
h(x,y,z)>, i.e. some substitute for the actual coordinates which is
still a (nonlinear) function of those coordinates. How hard is that to do?
If this is unclear, I'll try to rephrase.
(What I have in mind is to illustrate the various point symmetry groups
with seamless pigments that show the relevant symmetries.)
--
Anton Sherwood, http://www.ogre.nu/
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