HI,
As i need to retexture my blocky objects at runtime and might need one different texture per side, i setup the UV at runtime for each size to be on the required tile on the texture.



However, when rendering it with my blockshader, it results in Tilingproblems:

This is caused by filtering. Disabling filtering however results in an ugly look and feel.

SO for now, i use this one big texture to reasssign the look at runtime. The object with the most sides, can have up to 12 different textures.

Using one seperated skin, has some impact on the fps

Last edited by Rackscha; 08/15/12 20:48.

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