Quaternion
01-16-2002, 07:32 AM
I am trying to write an algo that will map UV coords to brushes in my engine, in a universal way, so the UV coordinates will be continuous and smooth.
For instance, if you put two brushes one aside the other, you will not be able to see when one brush is ending and the other begins, because the UV should be continuous.
Another example:
The texture should repeat on a big brush, not to strech on all of it.
I have tried to project the polygons into the y plane. That works fine only for polygons parallel to the X, Y, or Z planes,
otherwise the UVs look shifted.
Any suggestions?
[This message has been edited by Quaternion (edited 01-16-2002).]
For instance, if you put two brushes one aside the other, you will not be able to see when one brush is ending and the other begins, because the UV should be continuous.
Another example:
The texture should repeat on a big brush, not to strech on all of it.
I have tried to project the polygons into the y plane. That works fine only for polygons parallel to the X, Y, or Z planes,
otherwise the UVs look shifted.
Any suggestions?
[This message has been edited by Quaternion (edited 01-16-2002).]