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 ------------------------------------------------------------------------------ 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