tag:blogger.com,1999:blog-3064325214589649535.post4416506530123220313..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: Fixing texture distortion on deformed polygonsJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-3064325214589649535.post-12608057259037879672016-10-02T14:40:09.196+02:002016-10-02T14:40:09.196+02:00I saw projective texturing mentioned elsewhere as ...I saw projective texturing mentioned elsewhere as well and haven't tried it myself yet. I'm curious whether that has the same effect though: does it also add perspective, or does it only do the squashing? What I mean by that is: if I squash the top and correct it using projective texturing, does that only have a horizontal effect or does the texture also change vertically as it there were real perspective? If the latter is the case then this would not be the same effect as what I'm trying to achieve here.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-20662660263942440642016-09-25T21:16:46.525+02:002016-09-25T21:16:46.525+02:00tex2DProj(texCoord, 1/stretch);
Donetex2DProj(texCoord, 1/stretch); <br />DoneBarthttps://www.blogger.com/profile/02707141310032131696noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-86240823069533404272016-09-25T21:12:34.754+02:002016-09-25T21:12:34.754+02:00Interesting approach, thanks for linking! :)Interesting approach, thanks for linking! :)Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-517261852452502512016-09-25T20:02:04.640+02:002016-09-25T20:02:04.640+02:00Under some circumstances it couldbe solved by usin...Under some circumstances it couldbe solved by using additional texture coordinates, see http://stackoverflow.com/questions/15242507/perspective-correct-texturing-of-trapezoid-in-opengl-es-2-0RevEnhttps://www.blogger.com/profile/00894884818717226262noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-86026353238427222872016-09-25T16:48:48.453+02:002016-09-25T16:48:48.453+02:00On Reddit someone named "eggfruit" menti...On Reddit someone named "eggfruit" mentioned this, which is probably a much better idea than my implementation for this specific problem:<br /><br />"So why didn't they just add another edge from the top left to the bottom right corner, so you end up with 4 tri's?"<br /><br />This one from "not_a_profi" might be even more better:<br /><br />"Also why not use as many isosceles triangles as possible? It will allow to keep center in place even with 3 triangles and may improve pictures with bigger number of triangles."Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-58063039679390598682016-09-25T16:25:21.592+02:002016-09-25T16:25:21.592+02:00Nice. A grid divide is the predecessor of the geom...Nice. A grid divide is the predecessor of the geometry shader of course. As a bonus, this technique in SW is supported on all hardware.<br /><br />I'm interested in the way you could subdivide the tapered rect more efficiently than a grid based layout?Anonymousnoreply@blogger.com