How do I create a second UV map?

Blitz3D Forums/Blitz3D Programming/How do I create a second UV map?

Rob Farley(Posted 2005) [#1]
OK,

I've created a grid that's 32x32 for example.

I can map a textures onto each of those squares, create additional surfaces where necessary etc. No problem.

Now I want to map a light map over the whole thing. How do I set an additional UV channel with different UV co-ords to do this?


Rottbott(Posted 2005) [#2]
In code? VertexTexCoords() takes a parameter to tell it you are talking about the second UV set.


Rob Farley(Posted 2005) [#3]
Ah Righty!

I'll have a play with that! Haven't looked at that command.

Thanks.


Ching(Posted 2005) [#4]
I'm also looking into this area, can anyone tell me in plain english what the second uv coordinater set is for?
How it operates etc.
The manual is a little sparse on this area.


jfk EO-11110(Posted 2005) [#5]
the second UV set works exactly like the first, except that it is used for the second texture. A Brush may have multiple textures. With the "BrushTexture" Command you can use the "Index" Parameter to define the texture layer you want to use with this texture. Usually it is 0 for the ordinary textures and 1 for the lightmap.

See also: CreateBrush, PaintMesh, VertexTexCoords...