# Gnarlyman

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1. ## UVW unwrap algorithms

[color=#282828][font=helvetica, arial, sans-serif]I'm interested in learning the alogrithm(s) behind UV unwrapping. I'd like to bat around generating my own textures for pre-existing 3D models via code, but, of course, I have to know the UVW info first. What's the algorithm, and can one use said algorithm(s) to store the coordinate points in some sort of array with values attached to the array elements (so one can write code for the elements)? [/font] [color=#282828][font=helvetica, arial, sans-serif]First things first, of course, and that's to find the algorithm(s).[/font] [color=#282828][font=helvetica, arial, sans-serif]Thanks! [/font]
2. ## What's the frustum-to-pixels process?

Thanks MJP! Very much obliged. I guess my next Q is... Once the screen space in coordinates is achieved, what is the general description of the pixel-painting process? I know a lot of things like texture mapping and lighting and shading (obviously) enter here; I'm simply looking for an overall summation, whether or not any math is included, of the process so I can understand the conceptual logic of the "painting part".
3. ## What's the frustum-to-pixels process?

Hiya, As the subject line asks, what's the general process by which an engine takes the frustum coordinates (and actually, this assumes that data has already been put into -1,-1,-1 1,1,1 view box coords) and gets all the way to pixels on da screen? Thanks!
4. ## How to code cameras and draw distances

Thanks, I looked all of that up and have gotten a good handle on it. Thanks again. My next question would be... What's the general logic and process that governs the detection of meshes and...everything in the environment, really, within the viewing frustum?
5. ## How to code cameras and draw distances

I'd like to know... How is the actual camera, and what it views, and et cetera, programmed? Obviously, that's tied to draw distance, but much more so, I'm very curious/puzzled as to the math/programming involved in cameras, which obviously have to "draw more of" the environment with the receding distance. Is there a certain ratio or math to get the cam to look right? I'm trying to code a camera system from scratch, and I'd like to know how to go about it. I hope this Q is coming across in a more or less understandable manner... Thanks!