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Decal Mapping
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Original Post
Where can I find information on this? For those that don't know what it is, it's where a decal conforms to complex geometry. I've Googled myself senseless without success.
[edited by - Brother Erryn on January 24, 2003 3:04:16 PM]
Hmmm....have I stumped everyone? Or did I not explain what I''m after well enough?
But wouldn''t that stretch the image on non-perpendicular polygons?
But it wouldn''t be a single quad if it stretches across a dozen or more different triangles with different normals...the math to do that is what I''ve been looking for.
Actually it's still a quad in the first place.
You need to test for polygon intersections with each of the quads sides. If they're all inside the same poly, you're ready to render by using the interpolated normals of the this poly.
Otherwise you need to split it up (both, pixel and texture coords).
This algorithm is performed recursivly, until all sub-quads are located within a single poly.
Hope that makes any sense
Pat
[edited by - darookie on January 27, 2003 12:11:15 PM]
You need to test for polygon intersections with each of the quads sides. If they're all inside the same poly, you're ready to render by using the interpolated normals of the this poly.
Otherwise you need to split it up (both, pixel and texture coords).
This algorithm is performed recursivly, until all sub-quads are located within a single poly.
Hope that makes any sense
Pat
[edited by - darookie on January 27, 2003 12:11:15 PM]
Sounds about right...but is there an example/tutorial out there somewhere?
Any documents/links/tutorials/code out there at all for this?
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