/[gzz]/gzz/Documentation/Manuscripts/Irregu/irregu.tex
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revision 1.110 by tjl, Sat Nov 30 10:42:02 2002 UTC revision 1.111 by tjl, Sat Nov 30 10:46:03 2002 UTC
# Line 606  the smooth shading interpolation in Open Line 606  the smooth shading interpolation in Open
606  falling value, to avoid using the second texture unit and rendering  falling value, to avoid using the second texture unit and rendering
607  the shape to a texture.  the shape to a texture.
608    
609  To obtain ebbing with a kind of displacement mapping, a similar approach  To obtain ebbing with a kind of displacement mapping, a similar polygonal
610    approach
611  can be used: instead of accessing the noise texture at the pixel  can be used: instead of accessing the noise texture at the pixel
612  location of the paper, the noise texture is accessed at the location  location of the paper, the noise texture is accessed at the location
613  of the undistorted edge. This  of the undistorted edge by calculating the texture coordinates appropriately.
614    
615  % The shape is given by Eq.~(\ref{eq:inside}), which under the  % The shape is given by Eq.~(\ref{eq:inside}), which under the
616  % assumptions can be written as a point $(x,y)$ being inside the tearout,  % assumptions can be written as a point $(x,y)$ being inside the tearout,

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