Re: Texel area

Manuel Massing <[email protected]> Mon, 7 Feb 2011 11:46:50 +0100
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Hi Diogo,

> This seems counter-intuitive... I understand your reasoning, and I can't
> find a mistake in your logic, but it seems to me that the size shouldn't be
> constant (from an intuitive standpoint)...

you are probably thinking about the usual texture mapping setup, where
a projective mapping (from screen space to texture space) is performed.

In this canonical case, the texture footprint is position dependent (you
describe the mapping of projective planes by a homography, which is
linear in homogenous coordinates, but non-linear in texture/screen coordinates 
due to the perspective division).

Your setup is just a linear transform of a 2D subspace (you want to transform
the UV plane into the world space triangle plane), i.e. you seek a mapping of 
the UV-basis vectors to their respective world-space counterparts.

cheers,
	Manuel

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