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Three points on a plane also give you a basis for texture mapping that’s reasonably intuitive to the level designer. I believe this is the main reason for the r
by Sharlin 2y ago
Three points on a plane also give you a basis for texture mapping that’s reasonably intuitive to the level designer. I believe this is the main reason for the representation.
- badsectoracula 2y agoWhile texture mapping is done via box projection based on the plane itself, the actual texture mapping parameters are separate values than the plane (specifically they are scaling, shifting and rotation). Some .map extensions do store vectors instead of scale/shift/rotate that allow much more flexible texture mapping (though still need to be on a plane, but can represent things like skewing), but these are still stored separately from the plane.