Projective texture mapping: Difference between revisions

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MaxDZ8 (talk | contribs)
Written something with references... but still confusing for most and references are outdated. At least it's something.
Small grammar/spelling edits.
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Projective texture mapping is essentially a special [[Matrix (mathematics)|matrix]] [[Coordinate_system#Transformations|transformation]] which is performed per-vertex and then linearly interpolated as standard texture mapping.
 
{{divbox|yellow|Highly techicaltechnical reading|The following content assumes the reader is confident with realtimereal time [[3d computer graphics]] and relativerelated technologies such as the involved processing in [[graphics processing unit]]s, with a basic mathematical background. Knowledge of the [[OpenGL]] API is encouraged, although not required.}}
 
== Fixed function pipeline approach ==
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== Caveats ==
In both the proposed approaches therthere are two little problems which can be trivially solved and comes from the different conventions used by eye space and texture space.
 
Defining properties of those spaces is beyond the scope of this article but it's well known that textures should usually be addressed in the range [0..1[ while eye space coordinates are addressed in the range [-1..1].