On 28 feb 2012, at 20:27, Jonathan Egstad wrote:
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.
You are a god Jonathan. Once I've incorporated that my UVs clicked into place. Thanks a lot once more!
-- 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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