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I have a shape like this:

Original vertices

and the coordinates of the points are available (Vertices have x and y components)

My texture is:

UV

A simple planar UV mapping gives me:

Unwanted UV mapping

and what I desire is:

Correct UV mapping

How to calculate vertex positions to get the desired mapping? Note that this is a math problem.

Also, I can tolerate stretching, as long as the vertices fall on the grassy side.

Aaron Azhari
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