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).
This commit is contained in:
2011-03-25 00:32:38 +00:00
parent 8fb3ab5ab2
commit d88bb9115f
18 changed files with 411 additions and 409 deletions

View File

@@ -2637,6 +2637,8 @@ void flushTransUVs(TransInfo *t)
/* flush to 2d vector from internally used 3d vector */
for(a=0, td= t->data2d; a<t->total; a++, td++) {
if (!td->loc2d) continue;
td->loc2d[0]= td->loc[0]*invx;
td->loc2d[1]= td->loc[1]*invy;