Keeping UVs 'locked'? How?

Blitz3D Forums/Blitz3D Programming/Keeping UVs 'locked'? How?

Skitchy(Posted 2004) [#1]
Given the amount a vert moves, and its normal, is there a fast way to figure out how to keep the UV's locked (ie. when you move the vert the texture stays in the same place and is NOT dragged with it - sort of like reverse projection painting). If there is a tech term for this I can't think of it ;) Plus, I'm tired for a change :/

On a simple flat object it would be pretty easy - just cycle the UVs back or forward based on the distance moved, but I want to use t on a more rounded shape for an effect I'm working on.


jhocking(Posted 2004) [#2]
Your title is misleading, backward actually. The idea is that the UVs are NOT locked but actually change as the vertex moves.

The technical name for what you are talking about is environment mapping. Spherical and cubic environment maps are variations of what you are describing. I once asked for world/screen mapping, another variation which would allow for all sorts of nifty NPR effects like sketch rendering.