Texturing - NEC µPD72257 Preliminary User's Manual

Graphics controllers
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Drawing Engine

8.5.10 Texturing

8.5.10.1
The texture unit can cover any primitive with a picture. The picture can be
stretched, shared, rotated and translated with the texture unit in one step. To
avoid aliasing the result can be filtered bilinear in u and v directions.
Mathematical background
The arbitrary mapping problem is completely determined by a mapping from 3
points in object space (x,y) to 3 points in texture space (u,v).
Let there be the following mapping:
x
u
~
0
0
p
p
 
 
=
=
=
0
y
0
v
0
0
x
u
~
1
1
p
 
 
p
 
 
 
=
=
=
1
1
y
v
1
1
x
u
~
2
2
p
=
 
 
p
=
 
 
=
2
2
y
v
2
2
While w is the width of the texture and h is the height of the texture.
Examine the following picture in object space.
difference vectors are taken for calculations:
d
=
p
p
1
1
0
d
=
p
p
2
2
0
This is equivalent to transforming from coordinate system O to coordinate system
O'.
Preliminary User's Manual S19203EE1V3UM00
0
 
 
0
w
 
0
0
 
 
h
Chapter 8
To simplify calculations the
241

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