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.


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