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Scaling UV map in-game #449692
03/29/15 04:30
03/29/15 04:30
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 868
Chicago, IL
I found this thread about rotating/panning the UV map.

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=173596&page=1

It also mentions that one might be able to change the scale as well. Is this possible? If so, would it change the UV scale for all entities using the same model, or could UVs be scaled independently of each other?

I'm not too experienced with materials and effects, but could anyone clarify where this code would be used?

Sorry for all the questions ... hoping someone has done this before!

Re: Scaling UV map in-game [Re: Dooley] #449699
03/29/15 12:11
03/29/15 12:11
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
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you can change independetly for each entity if you use an entity skill, read by the shader that can be used by a lot of entities, to use it as scaling parameter.

e.g. in vertex shader:

Out.tex.x = entuscale * In.tex.x;
Out.tex.y = entvscale * In.tex.y;

Last edited by sivan; 03/29/15 12:13.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Scaling UV map in-game [Re: sivan] #449773
03/31/15 08:43
03/31/15 08:43
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Joined: May 2005
Posts: 868
Chicago, IL
Thank you! I will try this out.


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