Hi,<br><br>I've used Blender to generate texture coordinates for a closed 3d mesh:<br><a href="http://dl.dropbox.com/u/508241/img/sphere.1patch.png">http://dl.dropbox.com/u/508241/img/sphere.1patch.png</a><br><br>I export the UV coordinates in a PLY mesh, which assigns the coordinates to each vertex. I read in the file and create a polydata of triangles, and then I assign the UV coordinates to the points of this polydata. When I create an actor to visualize this polydata, I see the following artifact:<br>
<a href="http://dl.dropbox.com/u/508241/img/sphere.brain.seam.png">http://dl.dropbox.com/u/508241/img/sphere.brain.seam.png</a><br><br>It seems to make sense that the UV coordinates appear to be averaged between boundary points and so we inadvertently sample the interior of the texture image rather than wrap around the outside. I was wondering how I should go about fixing this?<br>
<br>Thanks,<br><br>--Alex<br>