How to calculate (s,t,r,w) coordinate in projective texture mapping?
I have a projector model trasformation Mproj,
,a projection trasformation Pproj, and
a matrix scale and bias T.
T={1/2,0,0,1/2, 0,1/2,0,0, 0,0,1/2,0, 1/2,1/2,1/2,1} and M is the opengl modelview matrix.
I use coordinate generation
GLfloat eyePlaneS[] = { 1.0, 0.0, 0.0, 0.0 };
GLfloat eyePlaneT[] = { 0.0, 1.0, 0.0, 0.0 };
GLfloat eyePlaneR[] = { 0.0, 0.0, 1.0, 0.0 };
GLfloat eyePlaneQ[] = { 0.0, 0.0, 0.0, 1.0 };
and set GL_EYE_LINEAR.
How opengl computes texture coordinate (s,t,r,q)
for vertex v?
What is the formula?
I want only use glTexCoord4f to implement projective texture mapping.
Thanks in advance.
Ale.