Timeline for Silly question about perspective correct texture mapping
Current License: CC BY-SA 3.0
4 events
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Oct 22, 2015 at 21:36 | comment | added | Arne |
ok I found some resources on the internet, and understood this part. It's not that easy to understand and even other sources use the same notation. Still I think you should really concider weather u = (u/w) / (1/w) is what you want to keep in this document. Maybe you want to indicate, that you mean two different u and two different w .
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Oct 22, 2015 at 17:16 | comment | added | Nathan Reed |
@Arne The point is that you interpolate u/w and 1/w linearly in screen space, then use them to calculate u per pixel. That's how you get u to be interpolated with perspective correction.
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Oct 22, 2015 at 9:59 | comment | added | Arne |
the update u = (u/w)/(1/w) doesn't do anything. If you simplify the right side, you just get the left side. Same for v.
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May 23, 2012 at 1:17 | history | answered | Nathan Reed | CC BY-SA 3.0 |