perspective correct texture mapping
hi
i wrote a linear texture mapping routine.
now i read about perspective correct texture mapping.
i just want to ask if i got it right:
1. linear texture mapping is based on the *wrong* fact that the amount to be added to the z value is contant.
2. perspective correct texture mapping is based on the fact the the amount to be added to the value of 1/z is contant.
please just say yes, or no+explanation.
ah, btw - what''s affine texure mapping? is it like the perspective correct tmapping?
thanks,
oren.
Yes, correct.
Affine texture mapping is just another name for linear texture mapping.
Good luck,
-mother
Affine texture mapping is just another name for linear texture mapping.
Good luck,
-mother
no, unfortunately that''s wrong.
1. linear mapping assumes that the values added to u and v are constant.
2. perspective mapping is based on the fact that the values added to z, u/z and v/z are constant.
in your routine, you interpolate z, u/z (uz), v/z (vz) (all get constant values added) and the real texel for each pixel is
u = uz * z and
v = vz * z
this is NOT
u = (u/z) * z and
v = (v/z) * z
okay?
Coder1000
1. linear mapping assumes that the values added to u and v are constant.
2. perspective mapping is based on the fact that the values added to z, u/z and v/z are constant.
in your routine, you interpolate z, u/z (uz), v/z (vz) (all get constant values added) and the real texel for each pixel is
u = uz * z and
v = vz * z
this is NOT
u = (u/z) * z and
v = (v/z) * z
okay?
Coder1000
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