How do you calculate UVW coordinates?
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Jenko
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Published on 2011-11-17T15:22:25Z
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2011/11/17
18:10 UTC
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I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is:
T = perspective / Z
But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon()
function?
Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?
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