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Re: UV settings

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: UV settings
From: Joseph Nastasi <joe at pyramiddesign dot us>
Date: Tue, 25 Oct 2005 07:58:30 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <9abc90404cec20e07a6dc74205677e14 at pyramiddesign dot us> <a0620070ebf80298f19cf at [10 dot 0 dot 1 dot 4]> <65176 dot 68 dot 38 dot 18 dot 235 dot 1130019764 dot squirrel at webmail dot pyramiddesign dot us> <a06200701bf829c06f03d at [10 dot 0 dot 1 dot 4]>

On Oct 24, 2005, at 10:18 AM, Joseph J. Strout wrote:


I see there is some general introduction needed here, so here's a stab at it:

This was a great explanation. It might be a good idea to slip it into the RB3D docs. If not the online version, maybe in the RB3D readme on the new features that was distributed when R3 came out.

Worked fine.



A good way to get a feel for these things is to use the Trimesh Explorer demo project. You can create a Trimesh from a picture, which is a very simple case of two texture-mapped triangles. You can see how the UV coordinates relate to the vertices, which then define the triangles. You can also fiddle with the numbers interactively and see how it affects the appearance of the object.

I didn't need to do this, but I did it after the fact and it was very educational.

Thanks, Joe!
--
Joseph Nastasi
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