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- Xref: sparky comp.graphics:9626 sci.image.processing:677
- Newsgroups: comp.graphics,sci.image.processing
- Path: sparky!uunet!munnari.oz.au!uniwa!swanee.ee.uwa.oz.au!phillips
- From: phillips@swanee.ee.uwa.oz.au (Christopher Phillips)
- Subject: Re: Creating texture tiles
- Message-ID: <phillips.716202247@infs4>
- Sender: news@swanee.ee.uwa.oz.au
- Organization: Elec Eng, Univ of Western Australia
- References: <1992Sep4.103405.25183@eye.com> <1598@lysator.liu.se>
- Date: 11 Sep 92 09:04:07 GMT
- Lines: 22
-
- (Hi zap!)
-
- One method that works well for creating seamless tilings that
- requires little work and produces good results is to take
- a texture function you know and like, then instead of feeding
- it X and Y, you feed it the result of putting X and Y through
- periodic functions like sin and cos.
- Eg:
-
- pixel=textureat(sin(x),cos(x),sin(y),cos(y));
-
- This will take a bi-disk(?) shaped cross section of a 4d texture
- space and map it on to the plane in a way that repeates every 2pi
- units in the X and Y directions.
-
- Have fun all,
-
- --
- Christopher Jam __________________________________________________
- phillips@swanee.ee.uwa.oz.au c64 forever!!!!
- 300,000 c64's were sold in the fiscal year ending June 1991 :)
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