Original Post
Hi, I am not going to go into too much detail of my implementation, but basically I am inverse mapping to get textures coordinated to re texture a 'morphed' quad. I am having problems when the quad self intersects or the angles at the corners are very acute e.g.
I am implementing the techniques in this paper Fundamentals of Texture Mapping and Image Warping I am implementing the bilinear mapping on page 14 - 17. Im not sure if this is a special case. Does anyone know how to account for these cases? Thanks Pot