Client Distortion Mesh
Hi,
I'm am trying to implement client rendering and I am having some difficulty with the distortion mesh. I can obtain distortion mesh data from the SDK, and the vertices make sense, but I am having problems getting sensible UVs. The OpenGL examples I have found simply take the various "tan eye space" values, multiply them by the UV scaling factor and then add the offset, but when I do this the majority of the values are greater than 1.0 (so not valid UVs).
I've spent a few days trying to figure out the sample code, but the single enormous application supplied with the SDK doesn't really lend itself to learning because the small fragments of code I want are fairly buried and the explanations in the documentation are a bit vague.
Is anybody able to point me to (or even write) a simple, concise explanation of what I need to do with these values in order to get UVs?
Thanks
I'm am trying to implement client rendering and I am having some difficulty with the distortion mesh. I can obtain distortion mesh data from the SDK, and the vertices make sense, but I am having problems getting sensible UVs. The OpenGL examples I have found simply take the various "tan eye space" values, multiply them by the UV scaling factor and then add the offset, but when I do this the majority of the values are greater than 1.0 (so not valid UVs).
I've spent a few days trying to figure out the sample code, but the single enormous application supplied with the SDK doesn't really lend itself to learning because the small fragments of code I want are fairly buried and the explanations in the documentation are a bit vague.
Is anybody able to point me to (or even write) a simple, concise explanation of what I need to do with these values in order to get UVs?
Thanks
