Re: Texel area

"David Neubelt" <[email protected]> Mon, 7 Feb 2011 10:15:10 -0800
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
                The gradient will be constant across the triangle. If
it's constant in dx and it's constant in dy then it's constant
everywhere. If you know the gradient in the two directions then you know
it everywhere (dx, dy, 0)

 

From: Manuel Massing [mailto:[email protected]] 
Sent: Monday, February 07, 2011 2:47 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Texel area

 

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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