HOW TO COMPUTE TEXTURE COORDINATES

THEORY:
-- need a map from a surface S (in R^3) into R^2:
f: S --> R^2
SIMPLE CASES:
  1. S = polygonal patch
  2. S = cylinder
  3. S = banana
  4. S = sphere (unbounded distortion at poles)
  5. S = cube
2-STEP APPROACH
	Eric A. Bier and Kenneth R. Sloan, Jr., "Two-Part Texture
        Mappings", IEEE Computer Graphics and Applications V.6 #9, Sept.
        1986, pp 40-53.
  1. Use an intermediate canonical surface S'.
  2. O-map: find map from S to S'. texture (R^2).
  3. S-map: find map from S' to texture (R^2).
  4. "SHRINK WRAP" implementation of O-map
ENVIRONMENTAL MAP:
-- Can be done by appropriate choice of O-map in [Bier&Sloan] scheme.
OPENGL's SUPPORT FOR COMPUTED TEXTURE COORDINATES