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2D Warp texture mapping create curved diagonals…

December 6, 2010 | 8:27 pm

Hi,

i’m trying to map a texture on 2D surface with jit.gl.mesh.
My problem is:
when i warp the surface, diagonals are curved.
Is it possible to have a mapping way wich preserve straight diagonals?
(without changing Z position of course…)
i think it’s possible if the rectangles in the surface are not equispaced…

Thanx for helping

– Pasted Max Patch, click to expand. –

December 7, 2010 | 6:22 pm

they are curved because you are sending the 2×2 geometry matrix to a 10×10 matrix with interp on.
just get rid of the 10×10 matrix.


February 8, 2011 | 7:05 pm

hello list,

i have a similar problem with the deformation of a texture
on a mesh.
i want to deform a movie with a triangle by adjusting its
cornerpoints.

if i use a jit.gl.mesh the outlines of my triangle gets
curved. i wont to keep it straight.

i have tryed different dimensions of the controlmatrix
without success :-(

i also tryed the jit.gl.nurbs. the result is also a
curved distortion of my texture.

with a textured quad drawn with jit.gl.sketch i had the problem,
that my texture got a kink.

does anybody has a tip for me ?
some special gl hint, or another object i should try.

i habe to finish my project on saturday ….

i have attached a smal dem, which shows the problem.

any help would be graet !
euer kugelschreiber

Attachments:
  1. meshtest.zip

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