A quad mesh on a regular grid is completely determined by a tiny
recipe: the grid dimension, its extent, and the y orientation.
textures provides that recipe at four levels of materialization:
the recipe itself (quad_spec()), the unexpanded cell edge
coordinates (quad_edges()), the materialized index and vertices
(quad_index(), quad_vertex()), and assembled 'mesh3d' objects
(quad_mesh(), quad(), quad_texture()).
Maintainer: Michael D. Sumner mdsumner@gmail.com (ORCID)
Authors:
Michael D. Sumner mdsumner@gmail.com (ORCID)
Texture mapping is the motivating use: an image draped over a mesh is resampled by the graphics engine, not by the data pipeline, so mesh density is independent of image resolution and coordinate transformation is a vertex operation only. Transformation itself belongs outside this package - the vertex matrix is the interchange.
Useful links: