shrink-wrapping textures
I was wondering what would be the best way (not easiest!) to shrink-wrap a texture onto a 3d mesh. I was thinking, I would pick a triangle and map its coordinates onto the plane of the texture. Then I would find the angle between that triangle and the ones around it with a combination of dot-product and crossproduct, and rotate them onto the same plane. Repeat this for all of them, scale them down to all being between 0 and 1, and viola, it''s applied. Any ideas on how I would implement this, or any other algorithms?
~BenDilts( void );
Bean Dog
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