Calculating uv texture coordinates for a procedurally generated polygon
I have a form like this:
and point coordinates are available (vertices have x and y components)
My texture:
A simple flat UV mapping gives me:
I want too:
How to calculate the vertex positions to get the desired display? Please note that this is a mathematical problem.
Also, I can tolerate stretching as long as the tops fall to the grass side.
+1
source to share
No one has answered this question yet
See similar questions:
or similar: