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Every mesh generator produces default UV coords, but sometimes we might want
something different.
So different UV texCoords generators could be created, including, for example :
- Cube map texcoord
- Planar map
- Cylindrical map
- Spherical map
...
Original issue reported on code.google.com by michael.broutin@gmail.com on 25 Apr 2011 at 9:08
The text was updated successfully, but these errors were encountered:
Beware that mapping with UV gaps (what happens when using a cube map, for
example), triangles must be cut, too.
The same problem appeared when implementing IcoSphere, and a workaround was
used (letting UVs go beyond 0-1). It may be time to rework it as well.
Original comment by michael.broutin@gmail.com on 8 Nov 2012 at 9:13
Vertex split is implemented on a local clone, but I won't commit until I find a
more elegant way to do it (at the moment, UV modifiers need to subclass a
template, like in MeshGenerator<T>, and SWIG doesn't like it very much...
Original comment by michael.broutin@gmail.com on 17 Dec 2012 at 8:42
Original issue reported on code.google.com by
michael.broutin@gmail.com
on 25 Apr 2011 at 9:08The text was updated successfully, but these errors were encountered: