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In article <3a61d04f@news.povray.org>, "Rune" <run### [at] iname com>
wrote:
> In a mesh the textures cannot be translated differently for the different
> triangles. So to do UV mapping I have to either
>
> A) Remove the mesh{} block around the triangles.
>
> B) Predeclare a unique texture for every single triangle.
>
> Neither of those are attractive solutions.
How about:
C) Declare an array of textures. Use the textures in the array instead
of individual textures.
Or:
D) Write a macro that declares a texture (transformed to fit) and then
uses it in a triangle. This *should* work...in fact, I think it has been
done.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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