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> What are you trying to do?
>
> - Slime
> [ http://www.slimeland.com/ ]
i write a program that reads .3DS meshes and renders them using POV-Ray. so
i have a lot of uv-mapped meshes.
here is my example rewritten with mesh2: same result!
global_settings { max_trace_level 10 }
camera {
perspective
location <2, 3, 4>
look_at <1, 1, 0>
angle 45
}
light_source {
<10, 10, 10>,
color rgb <1, 1, 1>
}
object {
mesh2 {
vertex_vectors { 4,
<0, 0, 0>,
<2, 0, 0>,
<0, 2, 0>,
<2, 2, 0>
}
normal_vectors { 1,
<0, 0, 1>
}
uv_vectors { 4,
<0, 0>,
<1, 0>,
<0, 1>,
<1, 1>
}
face_indices { 2,
<0, 1, 2>,
<1, 2, 3>
}
normal_indices { 2,
<0, 0, 0>,
<0, 0, 0>
}
uv_indices { 2,
<0, 1, 2>,
<1, 2, 3>
}
}
texture {
finish { ambient 1 diffuse 1 }
// 35.tga is an image with alpha channel of the number "35" on a fully
transparent background.
pigment { uv_mapping image_map { tga "35.tga" interpolate 2 } }
}
}
object {
plane { <0, 1, 0>, 0 }
texture {
finish { ambient 1 diffuse 1 }
pigment { color rgbft <0.4, 0.4, 1, 0, 0> }
}
}
// note that the shadow cast by the mesh2 on the plane is the outline of the
mesh2, not the outline of the number "35"
// note if you remove the "uv_mapping" modifier the shadow will be correct
but the texture will not be mapped correctly
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