--
Humanity will not be happy until the day when the
last bureaucrat has been hanged with the guts of
the last capitalist.
Marcin Tustin
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Mar...@mindless.REMOVEGOATS&OATS.com
Marcint@^^refreshmagazine.com.nomail <-- Do not use at this time
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often times they are the same. (u==s, v==t)
I don't know where else in the spec it is, but in the new (3.2) spec
Table 12.1 lists all the variables predefined in a surface shader and
says:
u,v 'Surface Parameters'
s,t 'Surface Texture Parameters'
so u,v are the 'natural' surface parameters that we all know and love
from patches and NURBS.
s,t are the texture parameters.
most of the time these are the same, unless there is a
RiTextureCoordinates call somewhere that changes them.
RiTextureCoordinates lets you map each 'corner' of surface parameters to
somewhere else in texture space.
Doug Epps wrote:
--
" [T]here seems to be nothing to prevent the transnational corporations
taking possession of the planet and subjecting humanity to the dictatorship
of capital.... In order to crush any thought of organized resistance to the
supporters of the new world order, tremendous police and military forces are
being used to establish a doctrine of repression...."
- Christian la Brie, Le Monde Diplomatique (Paris)
the c-call
RiTextureCoordinates (0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0);
would end up being
TextureCoordinates [0.0 0.0 1.0 0.0 0.0 1.0 1.0 1.0]
and those numbers should be the 'default' (ie map the unit square to the
unit square).
It's an Attribute, so it gets pushed/popped with the graphics state.
all in the spec, pg 42 (pdf page 54).
http://www.pixar.com/products/rendermandocs/toolkit/Toolkit/index.html
I've often been confused by it
"varying float[2]" ??
I ask because it's so often useful to declares multiple ranks of st
parameters, and they inevitably get either written into vectors with a
throwaway third term or pairs of single floats. "st" seems to live in
its own world.
kb
that should be exactly what it is.
you can also get s/t data onto a primitive by doing 's' and 't'
seperately.