pmapper's People
pmapper's Issues
Editor needs a UV mapping mode
Texture mapping shapes currently has to be done directly in the scene's JSON file. Although this is sufficient for programmers, it is not user friendly.
Also, when switching textures, there's a need to consider what should happen to the UV map. Possibly a toggle for whether it should reset, or use the current mapping should be available. I've seen the re-use of texture mapping when switching lead to frustration from users in other projection mapping tools.
Mapping quads to the full texture, halves or quarters, rotation and mirroring/flipping needs to be easy.
Create an appropriate Processing library for common parts in the PMapper sketches
PMapper currently contains three sketches:
- PMapper - A scene editing tool that doesn't work properly after server client modifications were made
- PMapperServer - A server that presents the scene for use with projectors
- PMapperClient - A client that can be used to remotely adjust vertex positions in the scene on the server
There's a lot of code duplication across the three sketches. Common components should be moved into a library and the three sketches should be made into examples for this library.
Whether GUI components for the client and editor should be in the library need to be considered.
Make sure Texture and its serialization is extensible enough that it won't hinder game creation or similar dynamic components.
Shapes should support feathered edges
Shapes (triangles and quads atm.) should support feathering edges to reduce texture leakage. The amount of feathering needs to be configurable.
Each vertex might require separate values for their feathering attributes to adjust for perspective correction to avoid having unnecessarily large areas feathered on distant vertices. This needs to be tested.
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