> I wanted to index into this texture using UV coordinates.
I did the same thing about a month ago but didn't index into a texture.
Instead I have 11 premade AttributeSet3Ds (I'm using Quesa Wrappers in
5.5), they are textures of 0-9 and a negative sign. My 'Digits' object
takes an integer and creates a two triangle quad for each character.
All the quads have the same UV, you know, just 0.0s and 1.0s to map it
on square. For each quad I assign the appropriate AttributeSet3D to
get that integer. [the 'Digits' object is a Group3D with an array of
TriMeshes as the quads]
I'm wondering if one way is more efficient than the other? I assumed
assigning an AttributeSet would basically just be a pointer change;
but I don't know, maybe there's lots of overhead and it'd be better to
set UV values and not change the texture.
-William
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