ming opened this issue on Jun 13, 2002 ยท 18 posts
kuroyume0161 posted Fri, 14 June 2002 at 8:15 AM
ronknights: Sort of. UVMapper takes the 3D object and creates a template (UV Map). Poser still has to look at the UV vectors in the object to apply them to any specified texture map for correct application of the texture. I just haven't quite figured out how they go from 2D UV points to pixels within a bitmap (but I have a fairly and hopefully correct idea about it). I have a couple of good computer graphics books (Watt, Foley et al, Eberly), but none go into detail about the preparatory process and the mathematics of UV mapping, mainly the application of existing texture maps to 3d objects. hauksdottir: Give my sympathies to your remaining brain cells. ;) I may just take your advice and consult Steve on this. UVMapper is very much in line with what I'm doing (And integral as well. I donot intend to reproduce his magnificent endeavors, instead complement them), but haven't had a chance to play with it (busy coding, you know what I mean). The furthest I've ever gone in writing a 3d graphics engine is Gouraud & Phong shading and ray-tracing (so you can get an idea of how long ago some of it was!) At that time, texture/bump/transparency maps were in their infancy and many scoffed at ever having 'realistic' 3d renderings and animations. Since then, we all know that these new approaches have changed one industry after another. My latest engine, in Java, didn't require any of that sophistication for a simplified real-time, interactive 3D environment. Don't strain those cells! Kuroyume
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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