Timeline for Projection Texture Mapping
Current License: CC BY-SA 3.0
5 events
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Jan 19, 2017 at 21:19 | comment | added | Unheilig | In addition, you could explain it also in a technical way (if it's needed), because I would be able, also, to understand it without much help (I have been reading the corresponding mathematics because of it). Thanks, again. | |
Jan 19, 2017 at 21:10 | comment | added | Unheilig | I think, if you have the time to, I would be able to see it better if you could cite an example based on the sequence when the vertex shader is first called, etc etc, to where we shade in the fragment shader with cases when our primitives intersect the projected texture and the case when they do not (in which case when we would simply render our primitive without the projected texture). Thank you so much. | |
Jan 19, 2017 at 21:09 | comment | added | Unheilig | Hi, thanks for response. Unfortunately, I still fail to see how the coordinates are mapped to the coordinates of the projected texture; could you cite an example for that? Second, what would happen if the coordinates don't intersect the texture (because in code, we don't need to check that. So, I wonder how that works)? | |
Jan 19, 2017 at 1:35 | history | edited | Ryan | CC BY-SA 3.0 |
added 10 characters in body
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Jan 19, 2017 at 1:28 | history | answered | Ryan | CC BY-SA 3.0 |