At 9:52 AM -0400 10/22/05, Joseph Nastasi wrote:
// add texture and indicate using UV
t.Material.Texture = texture
t.HasVertexUVs = True
I see the digit area, but assumed that I should see "0" since that
is the first of the texture image.
I wouldn't assume you'd see anything at this point, since you haven't
set the UV coordinates yet.
In my update method:
Trimesh.VertexUVs.SetUV(0,0,digitvalue * offset)
where digit value is 0 through 9 and offset is the height of each
digit section in the texture image.
I see some change in color, but nothing recognizable.
You're only setting the UV coordinate for the first vertex (index 0).
You need to set it for all four vertices to get anything sensible out.
Questions:
1. in the world of UVList, where is 0,0 located (top left or bottom left)?
Top left.
2. Given a two triangle trimesh and one material added, am I correct
in assuming that there is only one entry in the UVList?
Nope. Your mesh has four vertices, so there are four UV coordinates to set.
Best,
- Joe
--
Joe Strout REAL Software, Inc.
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