i'm trying to code correct 2D affine texture mapping in GLSL. Explanation: ...NONE of this images is correct for my purposes. Right (labeled Correct) has perspective correction which i do not want. So this: Getting to know the Q texture coordinate solution (without further improvements) is not what I'm looking for. I'd like to simply "stretch" texture inside quadrilateral, something like this: but
I have drawn a textured trapezoid, however the result does not appear as I had intended. Instead of appearing as a single unbroken quadrilateral, a discontinuity occurs at the diagonal line where its two comprising triangles meet. This illustration demonstrates the issue: (Note: the last image is not intended to be a 100% faithful representation, but it should get the point across.) The trapezoid
Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures Texture mapping[1][2][3] is a method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color. The original technique was pioneered by Edwin Catmull in 1974 as part of his doctoral thesis.[4] Texture mapping origi
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