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UV calculation techniques

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i'm in the process of writing a custom UV coordinate mapping tool and i'm curious as to the algorithms behind the different mapping techniques. Planar mapping - this is done by projecting the desired vertices onto a plane and taking their projected position as UV coords right? Cylindrical mapping - would this involve finding a vector between the vertex and the closest point on the major axis, then intersecting this with the cylinder? Spherical mapping - same thing as the cylindrical mapping but using the center of the sphere for all points...? i've already implemented a 'world space' mapping technique that ensures even texel density across my models by 'unwrapping' polygons onto a plane. do these sound correct? i'm trying to 'emulate' how maya does its mapping, so the results are the same. are there any other mapping techniques i should know of? thanks.

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