I have a system I use to generate terrain in blender game engine, I use a regular grid and spawn in instances of a splat mapped tile to fill the grid (splat mapping allows vertex color to set texture)
as the actor moves, it takes unused tiles from far away and slaps them ahead
this works really really well, but now I want to skin a cubesphere
I can get the faces, but how does one skew a grid to match a quad? (I need to fill the polygon with a regular grid of instaces of subdivided planes)
here is what the system looks like in a 2d grid / infinite plane https://www.youtube.com/watch?v=P7EkQOWYxbc
so the blue plane is 1 patch, and there will be multiple patches per Quad.
currently I just slap the origin to the grid location and move the vertex up/down based on noise, I know that approach wont work here.
[system at work on a plane - https://www.youtube.com/watch?v=P7EkQOWYxbc ]
got it! quad corners = v1, v2, v3, v4
origin = (v1+v2+v3+v4)/4
p1.125 =( (p1*7)+p2)/8
p1.25 = ((p1*3)+p2)/4
etc I can use this to adress the points in normal space, and set them in skew space :D