Julio Jerez wrote:but I do not think it is nessesary.
Each Vertex of a Face in my map editor has the basic UV coordinates but the face has extra Scale/Shift/Rotation parameters which the user can change. When rendering the FinalUV is worked out:
- Code: Select all
if Assigned(FTexture) then
begin
FVects[X].FinalU := (FVects[X].U + (FShiftX / TTexture_Basic(FTexture).GetWidth));
FVects[X].FinalV := (FVects[X].V + (FShiftY / TTexture_Basic(FTexture).GetHeight));
end
else
begin
FVects[X].FinalU := (FVects[X].U);
FVects[X].FinalV := (FVects[X].V);
end;
if FRotation <> 0 then
RotateTexCoord(FRotation,FVects[X].FinalU,FVects[X].FinalV);
FVects[X].FinalU := FVects[X].FinalU * FScaleX;
FVects[X].FinalV := FVects[X].FinalV * FScaleY;
My plan is to Send the Basic UV coords to the NewtonMesh and then after doing a boolean operation copy the Scale/Shift/Rotation of the Old Object's Faces to the New Object's Faces that were the same.