c++,opengl,graphics,texture-mapping,uv-mapping
You are on the right track. To select mipmap level or apply anisotropic filtering you need a gradient. That gradient comes naturally in GL (in fragment shaders) because it is computed for all interpolated variables after rasterization. This all becomes quite obvious if you ever try to sample a texture...
c#,unity3d,geometry,uv-mapping
You could use the azimuth and inclination for this: u = (az - range.West) / (range.East - range.West); v = (inc - range.South) / (range.North - range.South); This simply maps your steps from 0 to 1. Note that this will give you a distorted texture map, i.e. small areas (e.g....
You want to be able to modify the UVs of a PlaneGeometry so a repeated texture always renders the same size, regardless of the dimensions of the plane. This is an alternative to setting texture.repeat values. Here is the pattern to follow: // geometry var width = 20; // width...
three.js,blender,normals,uv-mapping
It seems that OBJMTLLoader can handle only triangles and quadrangles, but obj files can describe faces with any number of vertices, but the faces should be convex. If you check your model with http://3dviewer.net, you can see that every face exists, but there are some issues with non-convex faces. So...
javascript,three.js,uv-mapping
The latest three.js version in the dev branch now builds planes with BufferGeometry: https://github.com/mrdoob/three.js/blob/dev/src/extras/geometries/PlaneGeometry.js If you still want to build your own you can get some inspiration there....
For what its worth, I was needlessly setting needsUpdate = true on my texture. (The handling of needsUpdate apparently assumes the presence of a <canvas> that the texture is based on.)