Planar Mapping ?

Blitz3D Forums/Blitz3D Programming/Planar Mapping ?

Is there any sourcecode about planar UV mapping for Blitz3D? Thanks.

Blitz 3d Samples\Birdie\UV mapping perhaps.

Use a pivot as your world space object (the pivots X+ and Y+ axis' then represent U and V), then just transform each vert into world space, and use the tformedx() and tformedy() as U & V for that vert.

Use cursors & mouse to move/rotate the pivot/cone, SPACE sets the UVs based on the the cones position & rotation.

Graphics3D 800,600,32,2

cam=CreateCamera()
PositionEntity cam,1,1,-4

light=CreateLight()

piv=CreateCone()
RotateMesh piv,90,0,0
ScaleMesh piv,.2,.2,.5

PositionEntity piv,0,0,-2
sphere=CreateSphere()

tex=LoadTexture("C:\Program Files\blitz3d\DX7DLL\brick.png")
EntityTexture sphere,tex
surf=GetSurface(sphere,1)

PointEntity cam,sphere

sc#=.5
While Not KeyHit(1)

	If KeyDown(200) MoveEntity piv,0,0,.01
	If KeyDown(208) MoveEntity piv,0,0,-.01
	If KeyDown(203) MoveEntity piv,-.01,0,0
	If KeyDown(205) MoveEntity piv,.01,0,0

	RotateEntity piv,(400+MouseY())*.5, -(MouseX()-400)*.5,0

	If KeyHit(57)
		For i = 0 To CountVertices(surf)-1
			TFormPoint VertexX(surf,i),VertexY(surf,i),VertexZ(surf,i),sphere,piv
			VertexTexCoords surf,i,TFormedX()*sc,TFormedY()*sc,0
		Next

	End If


	TurnEntity sphere,0,1,0
	
	RenderWorld
	Flip
	
Wend



Thanks for your help! I had an idea for something like Radiosity, so I needed planar mapping as it is used by a lightmapper. That said, it seems I am too stupid to extract the planar mapping and packing parts from the YAL open source :o)

Currently I am trying to implement a method described at flipcode, that I realize I missed to save a bookmark for - <:o) ^2

Edit: this one:
http://www.flipcode.org/cgi-bin/fcarticles.cgi?show=64423