Re: Unwrapping a cliff mesh.
Jon Watte <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Marius Elvert wrote: > the mesh is always vertically aligned. (i.e. the world "up" axis can > always be mapped to V). Also, I don't mind if different, non-connected > parts of the UV map are overlapping. Basically, I just want to remove For the non-cylindrical edges, how about you pick one triangle as "reference" and then unfold all the other triangles to that plane? Then map UV to the coordinates of vertices in that plane. As long as your geometry is heightmap-like (modulo the steep cliff feature) this should be possible. For the cylinder shapes, though, you have to cut them at some point; they will not fully tile unless you're willing to sometimes significantly scale/distort the mapping. You might be able to get away with dual mappings, and ramp from one to the other using blending, if it's really important. Sincerely, jw -- Revenge is the most pointless and damaging of human desires. ------------------------------------------------------------------------------ Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list