POV-Ray : Newsgroups : povray.general : UV Mapping and Meshes Server Time
9 Aug 2024 13:21:02 EDT (-0400)
  UV Mapping and Meshes (Message 1 to 3 of 3)  
From: Jason Miller
Subject: UV Mapping and Meshes
Date: 20 Jul 2000 15:39:20
Message: <39775568$1@news.povray.org>
Could someone please post a short POV file that demonstrates UV mapping on a
mesh?  The MegaPOV Help file does not give a real good description of
exactly how to work it.

Do the UV coordinates range from <0,0> to <1,1> like they do in OpenGL?
Where <0,0> is the Upper left of image and <1,1> is the lower right?

Jason


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From: Gilles Tran
Subject: Re: UV Mapping and Meshes
Date: 20 Jul 2000 16:48:42
Message: <397764D2.42187D2B@inapg.inra.fr>
Jason Miller wrote:

> Could someone please post a short POV file that demonstrates UV mapping on a
> mesh?  The MegaPOV Help file does not give a real good description of
> exactly how to work it.
>

There's one here :
http://www.mediaport.net/Artichaud/Tran/sources/tutuve.htm

> Do the UV coordinates range from <0,0> to <1,1> like they do in OpenGL?

AFAIK yes (but I could be wrong).

> Where <0,0> is the Upper left of image and <1,1> is the lower right?

It looks a little more complicated than that. Some images work like that and for
some others it's the opposite on the v axis. I'm quite ignorant about this
because whenever there's a problem I just scale <1,-1,1> the image.

G.


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From: Warp
Subject: Re: UV Mapping and Meshes
Date: 21 Jul 2000 04:47:43
Message: <39780e2e@news.povray.org>
Gilles Tran <tra### [at] inapginrafr> wrote:
:> Do the UV coordinates range from <0,0> to <1,1> like they do in OpenGL?

: AFAIK yes (but I could be wrong).

  I think that those coordinates just take the texture at the same
x-y-coordinates. So <0,0> takes the texture at <0,0,0> and <1,1> takes the
texture at <1,1,0>. I think you can also go further, so that <10,20> takes
the texture at <10,20,0>.
  If you are using an image map as texture, it will (by default) range from
<0,0,0> to <1,1,0>, so in UV-coordinates from <0,0> to <1,1>.
  So the answer is yes and no.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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