Projective texture mapping: Difference between revisions

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According to the used texture wrap mode various artifacts may occur but it's obvious a shift and scale operation is definitely necessary to get the expected result.
 
The other problem is actually a mathematical issue. It is well known the matrix math used produces a back projection. This artifact has historically been avoided by using a special black and white texture to cut away unnecessary projecting contributions. Using pixel shaders a different approach can be used: and a coordinate check is sufficient to discriminate between foward (correct) contributions and backward (wrong, to be avoided) ones.
 
== References ==