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Paul Surgeon schrieb:
> It doesn't work because TerrorGear doesn't do it.
> Nothing is broken because there's no code to do it  yet.  :)
> 
> If I'm not mistaken TerrorGear doesn't take the elevation into account at all 
> when doing the UV mapping - it only uses the elevation data to build the 
> irregular triangulated mesh.
> The UV mapping calculations are done by calculating the horizontal distances 
> between vertices in the mesh. Someone correct me if I'm wrong.

I also think so.

One way to make better results, could be to place the best fit plane
through the vertices - or even better an cylinder (as written before).

But it will allways fail when there are strong local elevation
vaiations. There's no easy way out of it (*)

CU,
Christian

(*) unless you want to get fancy with blending the textures, etc. pp.
But this will create an big overhead.


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