tag:blogger.com,1999:blog-2267782859785756601.post5317572829612338075..comments2023-10-14T17:56:45.689+02:00Comments on Memoirs of a Texel: Terrain - Triplanar UV mappingSafihttp://www.blogger.com/profile/05853234969247847105noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2267782859785756601.post-27487476085386213292013-12-09T17:47:39.942+01:002013-12-09T17:47:39.942+01:00Thank you for this! I'm using Marching Cubes f...Thank you for this! I'm using Marching Cubes for a terrain engine with XNA and you provided a great example and explanation about how to do the texture mapping.Linhttps://www.blogger.com/profile/09113786410221254752noreply@blogger.comtag:blogger.com,1999:blog-2267782859785756601.post-72152610356501845482013-09-04T12:06:04.361+02:002013-09-04T12:06:04.361+02:00Hey, without using the GPU? What do you mean?
Co...Hey, without using the GPU? What do you mean? <br /><br />Converting color into uv? What for?<br /><br />The code snippets above are from the pixel shader. They return a color value - for every pixel. And we derive their UV values from their world position. Then we use that derived UV value to sample from textures and finally get some color.Safihttps://www.blogger.com/profile/05853234969247847105noreply@blogger.comtag:blogger.com,1999:blog-2267782859785756601.post-60675037312657148652013-09-03T04:51:31.224+02:002013-09-03T04:51:31.224+02:00How do you convert the final color into uv coordin...How do you convert the final color into uv coordinates without using the GPU to automatically do that. This returns a color, but how do you get uvs?AberAberhttps://www.blogger.com/profile/09743125503703649277noreply@blogger.comtag:blogger.com,1999:blog-2267782859785756601.post-76026930693347535562011-08-16T23:04:55.929+02:002011-08-16T23:04:55.929+02:00Hmm I normalized the normal weights to 1 by just s...Hmm I normalized the normal weights to 1 by just squaring the normal components.Anonymousnoreply@blogger.com