I’ve been working on a scene where I can manipulate the corners of a plane (for projection mapping purposes). The plane is UV mapped.
When I move the vertices the mapping gives unexpected results; it looks like it splits the plane in two triangles (which isn’t a weird thing) and maps the texture on those triangles instead of evenly between the 4 vertices.
See image for what I get and what I expected.
I’m pretty sure that OpenGL can do what I want so the question is… how? Do I need to set up my material/texture differently?
EDIT: Just to clarify: I’m moving the vertices over the x and z axis, so the plane does stay flat