The texture process begins with addressing a model's UV coordinates.
纹理过程始于处理模型UV坐标。
A vertex must be split if it has multiple normals, UV coordinates or vertex colors.
如果有多个法线,UV坐标或顶点颜色的顶点必须分割。
And, the area element in uv coordinates, let me call that dA prime just to make it look different.
然后,在uv坐标系内,把面积元素定义为dA,只是为了让他们看起来不同。
If you're using a Sprite sheet, you'll want to transform your UV coordinates from one Sprite to another.
如果你用一个精灵表,你会想要改变你的UV坐标从一个精灵到另一个。
If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or has multiple vertex colors, it has to be split.
如果有多个法线(“硬边缘上”),或者多个UV坐标或有多个顶点颜色的顶点必须分割。
If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or has multiple vertex colors, it has to be split.
如果有多个法线,UV坐标或顶点颜色的顶点必须分割。
Let's see how to set UV-coordinates for walls.
我们看看如何给墙面设置UV坐标。
Let's see how to set UV-coordinates for walls.
我们看看如何给墙面设置UV坐标。
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