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by klodolph
1831 days ago
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> Texture coordinates can be encoded as Blender UV maps. Will note that one minor detail about the Quake map format you may find interesting... Quake does not encode the texture coordinates for vertexes in the map. Instead, Quake encodes the coordinate system for textures of each face. This is transformed to screen-space during rendering. This is different from modern renderers, which record the texture coordinates of vertexes. Quake's system is less flexible, can't be used for character models, and can be inconvenient during asset creation, but it is a bit faster and more convenient at run-time. When you're rendering, you want to know the gradient of texture coordinates in the X and Y direction on screen, which is easy to calculate using Quake's system. (Obviously the author knows this, but it wasn't spelled out in the article.) |
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Also AFAIK the texture coordinates are converted to regular U/V pairs when rendering.