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Right now, transformations are done to the vertex data buffer:
For positions, the X position is negative
For UV, the V position is inverted (1-v). This may break mirror wrapping mode when the V position is at 0
May I suggest doing these transforms by setting the scale to negative on the Unity Transform component or the TexEnv parameter of Shader instead of the vertex buffer.
Implementing this may also make implementation of #191 easier.
The text was updated successfully, but these errors were encountered:
Right now, transformations are done to the vertex data buffer:
For positions, the X position is negative
For UV, the V position is inverted (
1-v
). This may break mirror wrapping mode when the V position is at 0May I suggest doing these transforms by setting the scale to negative on the Unity
Transform
component or the TexEnv parameter of Shader instead of the vertex buffer.Implementing this may also make implementation of #191 easier.
The text was updated successfully, but these errors were encountered: