How do I create a second UV map?
Blitz3D Forums/Blitz3D Programming/How do I create a second UV map?
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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? |
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In code? VertexTexCoords() takes a parameter to tell it you are talking about the second UV set. |
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Ah Righty! I'll have a play with that! Haven't looked at that command. Thanks. |
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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. |
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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... |