GLSL UVW mapping

how to implement texture mapping using u, v, w coordinates.

What do you mean? Please be more specific!
3D texture coordinate specification? 3D texture lookup?
GLSL has support for 3D textures, and you can specify
3D texture coordinates as vertex attributes or texcoords
in OpenGL. The component naming convention for a vec3
of texcoords in GLSL is s,t,p, not u,v,w, but that is
a minor detail.
If you want to generate texcoords, you really need to
provide more detail if you want anyone to understand
the question.

This is basically a continuation of this thread. He’s gotten his hands on a model from… somewhere, but he doesn’t know what the texture coordinates actually mean or how they were intended to be used.

Or, to put it another way, he can’t be more specific.

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