   Texture coordinate generation
  I'm importing LightWave LWO files into my OpenGL 3D viewer. As texture coordinates themselves are not stored in the LWO file, I need to generate texture coordinates manually (using planar mapping) for every vertex of a polygon, given axis of projection (either X, Y or Z), texture width/height and texture u/v offsets. These are the only information found in the LWO file. Is there good simple algorithm for this? I tried using following code but soon realized that it is only ideal for those who are writing their own rasterizer from scratch, as it only returns U/V values in range [0..1[, ie. for every texel on polygon's surface, but never 1.0. x -= xTextureCenter;y -= yTextureCenter;z -= zTextureCenter;if (textureType == TT_PLANAR){  s = (textureAxis == TA_X) ? z / zTextureSize + .5 : x /   xTextureSize + .5;  t = (textureAxis == TA_Y) ? -z / zTextureSize + .5 : -y /  yTextureSize + .5;  u = fract(s);  v = fract(t);}[edited by - Arkion on February 3, 2004 11:26:47 AM]
  I'm not sure if this will help you. But here's a link to projective texture mapping with a code snippit in opengl.http://cgi3.tky.3web.ne.jp/~tkano/stained.shtmlthat's dynamic. I think you want some concrete uv values that don't change. So here's another thread that talked about planar mappinghttp://gamedev.net/community/forums/topic.asp?topic_id=204367I hope that helps.~Wave   [edited by - Wavewash on February 4, 2004 12:07:27 AM]