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Graphics Interchange Format  |  1993-12-15  |  8KB  |  640x480  |  1-bit (2 colors)
Labels: text | diagram | line | font
OCR: The general idea of texturemapping a parallellogram in 3D. x denotes a scalar, x a vector. p=b+uu+uv. Calculate u,v so that p=ts (t some constant). u,v are both in [0,1), thus multiplying them by the texture bitmap's dimensions will yield the texture coordinates. bitmap polygon base at b spanned out by u, v thus is always a parallellogram in 3D uu (2nd bitmap span v.) u (1st bitmap span vector) (bitmap vector) P y Z (screen vector) b (bitmap base vector) -computer screen origo at (0,0,zs) eye=origo=(0,0,0) X