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If your plane has a normal of $\begin{pmatrix}0 & 0 & z\end{pmatrix}^T$, then your computation vec3 u = vec3( normal.y, -normal.x, 0 ).normalized(); vec3 v = normal.cross( u ); will result in u and v both being $\begin{pmatrix}0 & 0 & 0\end{pmatrix}^T$. A more general approach would be, for example, to compute the cross product of your ...


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A few options: Make the 0-1 discontinuity explicit in the mesh. That is create a 2 sets of vertices that lie exactly on the line where the value would be 1 or 0 (one set gets 1 and one gets 0) then connect the vertices up like they would makes sense. Switch to a different texture mapping projection, I prefer a cubemap because it minimizes distortion at the ...


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I realize that the solution I'm giving further below is basically the one you mentioned in your question. So let's begin by addressing this: The solution in question assumes that M° is linear.. if that was the case you can have: M°(P) = alpha*M°(A) + beta * M°(B) + gamma*M°(C) But that is not the case (correct me if I'm wrong). The solution in ...


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Typically, texture coordinates are interpolated from the vertices of a triangle during rendering. This can be seen in two ways. evaluating your texture at vertices and the interpolating the result or interpolating the texture coordinates and evaluating your texture at the fragment level. If you do not supply vertices with corresponding texture coordinates ...


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