Re: Texture 3D interpolation between layers
- From: "Alessandro [AkiRoss] Re" <akirosspower@xxxxxxxxx>
- Date: 3 Jul 2006 12:01:16 -0700
Maik Wagner ha scritto:
Thats what i meant. But i can't find a fault (maybe thats just againIf you want to take a look to my code i can post it. It's about 250
some dumb thing :()
rows and uses SDL and glew.
It's hard to explain. So interpolation is done right on the Quads lines,I think that the best method to see how it does interpolation is to
at least i think so, but within this polygons it looks odd. (It sure is
interpolated through the polygon, but not right according to height)
apply a 3d texture to a vertical line :) (or a vertical triangle like
(0, 0, 0) (1, 1, 0) (0.5, 0.5, 2))
I think that interpolation is made anyway per-fragment, and not
per-vertex. So even a splitting-in-triangles should works fine as well.
If the driver splits this Quad in a way that the line from top to bottomBut we (I) aren't even sure if driver splits the quad. And even if it
becomes an triangle edge (internally), ogl interpolates itself on this
edge, regardless how i set up coordinates to get these transitions.
does, i don't think this is an acceptable result. I mean: even when
opengl clip a triangle that is half out of the screen it is splitted by
the driver, but withouth changes (i think) with the original polygon.
Hmm hope i got it explained.Yeah, splitting operation is quite common :)
I'm going to test my code with others terrains, textures and filled
quads, to see if it happen also to me that some texture are "badly
interpolated".
.
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