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Graphics Interchange Format  |  1993-12-15  |  7.9 KB  |  640x480  |  1-bit (2 colors)
   ocr: The general idea of texturemapping a parallellogram in 3D. X denotes a scalar, X a vector. p=b+uutuv. Calculate u,v so that p=ts (t some constant). u,V are both in [o,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 uu parallellogram in 3D w (2nd bitmap span v.) u (1st bitmap span vector) (bitmap vector) P y Z - - - - - A / b - (bitmap base vector) - - - a % S. computer screen (screen origo at (0,0,ZS) vector) - / - - - - - X eyesorigo-(0.0.0)