Andreas.Ekstrand++at++saab.se
Mon, 27 Jul 1998 12:54:54 +0200
I don't know if I've missed or forgotten important parts of
the course in computer graphics a couple of years ago. What
I do know is that I can't seem to figure out how the S, T,
R and Q texture coordinates work.
Can someone please enlighten me in this matter? What I want
to know is what are they for, how are they calculated and
used? I also would like to understand the texture matrix,
which you use in a config file when mapping texture on to an
ASD mesh, or the four planes you define with pfTGenPlane when
doing the same within the source code.
I hope that someone is willing to explain this to me, in a
simple way.
Sincerely,
Andreas Ekstrand, Saab Simulation Centre, Sweden
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This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:57:44 PDT