Original Post
I hope i am right here, but of course it is a math problem and i didn't found no proper clear to understand help for this, not even in wikipedia, i guess it's because this method is today rarely used.
the reason for my request is that i am building scripted models for a open source game project (Pioneer Space Sim).
for such scripted models you have to apply the texture in the manner of a distribution of the whole mesh on the texture (i turned this around, because it helps to understand the problem).
i know already that i have to assume that in this case the texture will always have a dimension and ratio of 1:1, equals to quadratic.
to find the proper UV values i will have to divide 1 with the dimension of the mesh's corresponding vector.
now there are two problems which i like to solve with a calculation but i am not very experienced in maths.
first
i need to know how to calculate the vectors when i change the ratio of the mesh, stretch it on only one vector, because i know it influences the corresponding other vector.
second
is there a "rule" that i can use if the mesh's dimensions are in any one vector lower as 1 unit, i know also already that the value reasonably will be higher then 1, but it seems like 1.5 corresponds to a mesh's dimension of 0.5, can i follow this linear?
this would be a big help for us all, because except for the starting developers of the project no one has experience with scripted models (except for little me).
thanks in advance for any help.
i am aware that this is a bit a "ancient" way of building and to texture models and the possibility is given to use "solid" wavefront objects, which will have a per face UV mapping.
for such objects you need the script only to bind the model into the game and for animated parts (more or less).
but first i like the scripted models they have a special attitude and second scripted models have the advantage that they have a dynamic LOD, because you can let the LOD decide how many divisions a surface will have. that's why i call objects "stiff" or "solid" compared to a scripted "dynamic" model.
btw, if you are interested now in what i am involved to;
pioneerspacesim.net
is it allowed to post a pic? for sure

good old "Eagle Long Range Fighter" from Frontier
the reason for my request is that i am building scripted models for a open source game project (Pioneer Space Sim).
for such scripted models you have to apply the texture in the manner of a distribution of the whole mesh on the texture (i turned this around, because it helps to understand the problem).
i know already that i have to assume that in this case the texture will always have a dimension and ratio of 1:1, equals to quadratic.
to find the proper UV values i will have to divide 1 with the dimension of the mesh's corresponding vector.
now there are two problems which i like to solve with a calculation but i am not very experienced in maths.
first
i need to know how to calculate the vectors when i change the ratio of the mesh, stretch it on only one vector, because i know it influences the corresponding other vector.
second
is there a "rule" that i can use if the mesh's dimensions are in any one vector lower as 1 unit, i know also already that the value reasonably will be higher then 1, but it seems like 1.5 corresponds to a mesh's dimension of 0.5, can i follow this linear?
this would be a big help for us all, because except for the starting developers of the project no one has experience with scripted models (except for little me).
thanks in advance for any help.
i am aware that this is a bit a "ancient" way of building and to texture models and the possibility is given to use "solid" wavefront objects, which will have a per face UV mapping.
for such objects you need the script only to bind the model into the game and for animated parts (more or less).
but first i like the scripted models they have a special attitude and second scripted models have the advantage that they have a dynamic LOD, because you can let the LOD decide how many divisions a surface will have. that's why i call objects "stiff" or "solid" compared to a scripted "dynamic" model.
btw, if you are interested now in what i am involved to;
pioneerspacesim.net
is it allowed to post a pic? for sure

good old "Eagle Long Range Fighter" from Frontier