W in a uv coordinate is normally 1.0 unless you've projected a point to produce 
the uv.  In that case w needs to be divided out of the uv values to get the 
real uv, and this is not done until the poly interpolation/shading stage to 
preserve correct perspective.  Again, this matches OpenGL.
Renderman/Reyes renderers don't require this - micropolyons are usually gouraud 
shaded as the perspective interpolation errors are not perceivable at the 
micropoly scale.

-jonathan

On Feb 28, 2012, at 5:58 AM, Julik Tarkhanov wrote:

> 
> On 27 feb 2012, at 18:27, Jonathan Egstad wrote:
> 
>> UV's are a Vector4 so that 3D texture volumes can be supported.  They're not 
>> currently but it seemed prudent to not design in a limiting factor to the uv 
>> attribute.  It also matches OpenGL.
>> 
>> Just set Z to 0, it should be ignored by the current shading system.
>> 
>> fwiw the ordering of the vector is defined in the Vector4.h header file - 
>> x,y,z,w.
> 
> 
> Ok Jonathan thanks for the explanation! What would we all do without your 
> insights :-)
> I wonder what Is the W doing here - normal direction override?..
> 
> -- 
> Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX  
> Amsterdam | The Netherlands | tel. +31 20 330 8250
> cel. +31 61 145 06 36 | http://hecticelectric.nl
> 
> 
> 
> 
> 
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