klen_dhatu
(klen_dhatu)
1
Consider a mesh given by two triangles that form a trapezoidal quad in world space. The UV space covers the quad completely.
How do we apply a material to the mesh such that we get the result on the right?
The material has to make use of the UV coords and the vertex coordinates somehow.
Note: In my case the quad is generated procedurally at runtime.
klen_dhatu
(klen_dhatu)
3
I tried to do the reverse of this but without success.
there are same of UV in them,but you want different textures
klen_dhatu
(klen_dhatu)
5
Hello, the mapping/interpolation of any texture is the problem.
The exact same distortion does also occur when I’m using vertex colors instead of UV’s.