=bmesh=
Coded a new modifier, "Precision UV Interpolation", that triangulates, subdivides, then uses brecht's mean value interpolation to interpolate face data. Textures on ngon faces get interpolated a bit nicer, in other words (though concave cases, e.g. 'N', don't work very well).
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@@ -2637,6 +2637,8 @@ void flushTransUVs(TransInfo *t)
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/* flush to 2d vector from internally used 3d vector */
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for(a=0, td= t->data2d; a<t->total; a++, td++) {
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if (!td->loc2d) continue;
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td->loc2d[0]= td->loc[0]*invx;
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td->loc2d[1]= td->loc[1]*invy;
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