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	<title>Wanton Hubris &#187; texture mapping</title>
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	<description>My work on display for the world to see.  And possibly ignore.</description>
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		<itunes:summary>My work on display for the world to see.  And possibly ignore.</itunes:summary>
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		<title>Texture Mapping Conclusions</title>
		<link>http://wantonhubris.com/blog/2008/11/03/texture-mapping-conclusions/</link>
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		<pubDate>Mon, 03 Nov 2008 10:19:31 +0000</pubDate>
		<dc:creator>Warren</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Quake]]></category>
		<category><![CDATA[texture mapping]]></category>

		<guid isPermaLink="false">http://wantonhubris.com/blog/?p=337</guid>
		<description><![CDATA[Or &#8220;throwing in the towel&#8221;.
It’s weird how my mind works sometimes. I’ve been struggling for, well, almost a year now on the problem of how can I improve upon Quake’s texture mapping scheme. Specifically what I wanted to accomplish was to be able to use regular texture mapping (based on the OpenGL style of 0-1 [...]]]></description>
			<content:encoded><![CDATA[<p>Or &#8220;throwing in the towel&#8221;.</p>
<p>It’s weird how my mind works sometimes. I’ve been struggling for, well, almost a year now on the problem of how can I improve upon Quake’s texture mapping scheme. Specifically what I wanted to accomplish was to be able to use regular texture mapping (based on the OpenGL style of 0-1 coordinates) and convert that into Quake texture mapping vectors when writing out to the MAP file.</p>
<p>This didn’t seem like a major undertaking when I started but it certainly turned out to be one. I tried a million things and could never get a solid solution working.</p>
<p>I came the closest I’ve ever come today and then it dawned on me; it’s not possible. You can’t do this. 0-1 texture mapping allows for the kinds of distortions that Quake texture mapping can never duplicate.</p>
<p>I realized that Quake texture vectors are always at right angles to each other. In other words, you can scale them along the U and V vectors independently and you can rotate the entire works as a unit but you can never have U and V traveling at anything other than a right angle. This destroys any plans I had for an interactive UV editor and importing models from modeling programs to use as brushes.</p>
<p>God, I feel stupid. If I had realized that earlier all of this heartache could have been avoided.</p>
<p>And with that, I put this particular pet project to bed. I guess if I want advanced texture mapping I’ll have to resort to creating custom models.</p>
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