Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: u,v co-ordinates Date: Tue, 27 May 1997 19:58:44 GMT Organization: Into Beyond Lines: 26 Message-ID: <338c3cad.3485131@news.playstation.co.uk> References: <338B1B07.515B@cobradev.demon.co.uk> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Tue, 27 May 1997 10:33:59 -0700, colin adams did quoth at me: >Could someone Explain u,v co-ordinates? specifically in >Relation to Mapping Tims onto Quads? >If someone has already asked this Question A pointer to the >postings Will Do. (FAQ Available?) > >BTW I am doing it via *.mat files utill RsdTool Arrives. Our 3ds tool handles this for us (wahey!) but for quads you need to know that the coords are in Z format. i.e. Top left, Top Right, Bottom Left, Bottom Right. I believe this is related to the fact that the ps-x renders triangles at the hardware level. Remember that you values can only run between 0-255 :) * Alex Amsel * PC/PS-X 3D, Game and Internet Programming * * http://www.intobeyond.com * WWFC Please God Win: 97-98 * * Wibbler exclaimed "Another 10%? Get stuffed Wanderers! *