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The uv_mapping
feature gives the possibility to wrap a 2D texture, taken from the
xy-plane, around an object in such a way that it smoothly follows the surface of the object. uv_mapping
is supported by the following objects:
By specifying the uv_vectors
in the triangles of a mesh, or optionally, in the
bicubic_patch object, one gets exact control over what part of the texture is mapped to
what triangle or patch.
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