Hi Guillaume,

> Sorry I had to ask because I am currently working on something where I
have to pack
> basically groups of textured triangles into a texture, and those groups
are clearly
> non-rectangular and may even have holes... I currently use a "tetris
packing"-like
> scheme but the results are not so good.

If I understand correctly, you probably need a parametrization algorithm
that maps 3D vertex coordinates to 2D (U,V) texture coordinates. Such
algorithms are often used for preparing a mesh for hand painting or some
other kind of automated texture mapping. One of the best algorithms I'm
aware of is LSCM (Least Squares Conformal Maps), it is used by modeling
tools like Blender but its implementation is not trivial as it is based on
rather heavy math.

There are a number of papers you can download freely, if you're brave enough
to implement LSCM by yourself. ;-)

Cheers,
Marco

PS. if this is actually what you're looking for and if you manage to get a
good implementation of LSCM or a similar algorithm, please let me know as I
need it too!

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