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Note that converting a quad into two triangles may be the most efficient
way if the amount of triangles is concerned, but it's not the best way
if you are texturing the polygon with uv-mapping.
This image explains why:
http://www.cs.tut.fi/~warp/images/uvproblem.gif
(And no, that image has no perspective. I bet all my money someone would
comment something about perspective correction (which has nothing to do
with this since there's no perspective projection anywhere).)
I don't know if there exists any solution to this problem.
--
#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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