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jikbar

automatic UV calculation

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Hi, i'm working on a map editor for my game and i'm ready to implement texture mapping. The problem is that i cant map textures to geometry without generating UV coordinates. It would be way too inconvenient to unwrap each wall and texture it, so i need a way to generate UV coordinates automatically. A google search only turns up ways to unwrap meshes or PDFs on the uses of ultraviolet light 8) I'm familiar with a few auto UV calculation techniques (cylindrical mapping, planar mapping and sphere mapping) but i dont know how to implement them mathematically or in code. Does anyone know how to implement any of these methods or know a better way of calculating UV for walls, pillars and other big things?

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Check out Paul Heckbert's MS/PhD thesis about Texture Mapping techniques. It has a very detailed explanation about the math and the implementation.

Also "Introduction to Ray Tracing" - Andrew Glassner
has good information on the math and implementation that goes behind the UV coordinate generation.

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