Can anybody help to afford a code patch for triangular mesh based texture mapping using OpenGL?
I did investigate a bit. All what I can find on line is quads mesh based texture mapping.
I coded a bit by myself, it seems that the vertex sequence to define a triangle is quite important. If you reverse the sequence of the vertexes for a triangle, you probably have a black hole for this triangle, rather than the attached texture.
What's more, quads mesh based texture mapping is not an affine transform at all. I really have no idea how OpenGL deal with this kind of texture mapping, but obviously, most of the code on the internet are adopting an old technology named "morphing", which is not the real affine transform I think.
Can anybody give me a clue?
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