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 ------------------------------------------------------------------------------ The modern datacenter depends on network connectivity to access resources and provide services. The best practices for maximizing a physical server's connectivity to a physical network are well understood - see how these rules translate into the virtual world? http://p.sf.net/sfu/oracle-sfdevnlfb _______________________________________________ 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