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Redefine UV coords #52

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GoogleCodeExporter opened this issue Dec 30, 2015 · 5 comments
Open

Redefine UV coords #52

GoogleCodeExporter opened this issue Dec 30, 2015 · 5 comments

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@GoogleCodeExporter
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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

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Original comment by michael.broutin@gmail.com on 29 May 2012 at 3:38

  • Added labels: Priority-Medium
  • Removed labels: Priority-Low

@GoogleCodeExporter
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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

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Original comment by michael.broutin@gmail.com on 13 Nov 2012 at 6:21

  • Changed state: Started

@GoogleCodeExporter
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Implemented Box, Sphere, HemiSphere, Cylinder UV modifiers.

Not handled yet : vertex split, triangle split, and some UV modifiers lack 
basic parameters.

Original comment by michael.broutin@gmail.com on 29 Nov 2012 at 7:31

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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

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