[Papervision3D] UV Mapping? 1.7 to 2.0

Carlos Ulloa carlos at papervision3d.org
Fri Dec 7 01:04:37 PST 2007


Drawing wise the UV mapping is used to precalculate a Matrix object 
that's given to the bitmap fill. This matrix transforms the texture when 
drawing the triangle.

C4


Tim Knip wrote:
> Consider a plane....
>
> With U=1 and V=1 result will be the complete texture on the plane....
> Now: With U=2 and V=2 result will be a tiled texture (2x2)....
> With U=0.5 and V=0.5 result will be half the texture....
>
> Maybe its the other way around (i'm wasted:-), but think you get the idea.
>
> Tim
>
> 2007/12/7, Ralph Hauwert <r.hauwert at gmail.com>:
>   
>> Alex,
>>
>> The u-1 v-1 method is a normalisation of texture coordinates, to make sure
>> texture coordinates are not directly related to the size of the texture.
>> This makes total sense, and yes, that is UV mapping. I can't see how this
>> would effect performance, rather then it would hurt usability to change it.
>> For granularity and textures I'm not totally sure why one would need to add
>> faces to add details in the texture.
>>
>> Ralph.
>>
>>
>> On Dec 6, 2007 9:53 PM, alex winx <winxalex at yahoo.com> wrote:
>>     
>>> Is it good practice having UV Mapping U=1 V=1. Is it UV mapping?
>>> Is it mean one Triangle3D one BitmapFill. So if u have wall and want more
>>>       
>> bricks (granularity) u need to make model with more Faces. What about
>> performace in that case?
>>     
>>> Or is it better to make 2 BitmapFills for let say V=2 on the same
>>>       
>> Trinagle3D. What about performace in this case? Or we can play with rotating
>> banners? (Xara 3D or Swift3D why PV3D effort)
>>     
>>> People are dumb need to be too?
>>>
>>>
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>> --
>> Ralph Hauwert
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>>
>>     
>
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