Flash 纹理映射的三角形看起来很糟糕
我有一个用 PaperVision3D 制作的 3D 立方体。
每个“边”由 2 个三角形组成。
我有不同的纹理“材料”映射到每一面。
当我旋转立方体时,纹理会像两个三角形之间的倒置 v 一样倾斜。当直视一张脸时,它看起来还不错,但开始旋转并且它开始扭曲纹理。
如何使 Flash 中的纹理映射看起来像 DirectX?
I have a 3D cube made with PaperVision3D.
Each "side" is made of 2 triangles.
I have a different texture "material" mapped to each side.
When I rotate the cube the texture is skewed like '/\' an upside down v between both triangles. When looking at a face straight on it looks ok but start to rotate and it starts to skew the textures.
How do you make texture mapping in Flash look like DirectX?
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PaperVision3D 不使用“真正的”3D 纹理,它使用称为仿射映射的东西< /a> 这是一个 hack。
为了获得更好的结果,您需要将立方体划分为尽可能多的三角形,而不是每个面仅使用两个三角形。
PaperVision3D doesn't use "real" 3d texturing, it uses something called affine mapping which is a hack.
In order to achieve better results you need to partition your cube to as many triangles as possible instead of using just two triangles per face.
我遇到了同样的问题,我在每个平面上使用了 2 个多边形。我将其提高到 4,看起来很棒 - 边缘没有倾斜,并且在再次看到扭曲之前我可以拥有的多边形数量最少。
I had the same problem, I was using 2 poly's to each plane. I upped it to 4 and it looks great - no skewing on the edges and the least amount of polygons I can have before I see the scewing again.