|
 |
Can someone tell me what stupid thing I'm doing wrong, or if somehow
uv mapping of meshes got broken?
I'm using the latest 3.8 beta.
#version 3.8;
global_settings {assumed_gamma 1.0}
default {finish {diffuse 1}}
camera {
location <0, 0, -4>
right x*image_width/image_height
up y
look_at <0, 0, 0>
}
light_source {<0, 0, -1> rgb 1.0}
sky_sphere {pigment {rgb <0.6, 0.6, 1.0>}}
#declare Line = 0.003;
#declare Square = box {0, x+y}
#declare Torus = torus {sqrt(3)/8, Line rotate x*90 translate <0.5, sqrt(3)/4,
0>}
object {Torus pigment {rgb x}}
#declare Test2 = texture {pigment {rgb 1 }}
#declare Test = texture {pigment {object {Torus rgbt 1, rgb 0}}}
#declare Zero = <0, 0>;
#declare Mid = <0.5, sqrt(3)/2>;
#declare X = <1, 0>;
#declare FZero = <0, sqrt(3)/2>;
#declare FMid = <0.5, 0>;
#declare FX = <1, sqrt(3)/2>;
#declare hx = x/2;
mesh {
triangle {
<0, 0, 0>, x, Mid
uv_vectors <0, 0>, Mid, <1, 0>
texture {Test}
}
triangle {
FZero+hx, FMid+hx, FX+hx
uv_vectors FZero, FMid, FX
//uv_vectors X, X+Mid, Mid
texture {Test2}
}
triangle {
<0, 0, 0>+x, x+x, Mid+x
uv_vectors <0, 0>, Mid, <1, 0>
texture {Test}
}
texture {pigment {rgb 1}}
translate <-1, -1, 0>
}
Post a reply to this message
|
 |