c# - With a UV layout, how can I best modify this function to access any part of my texture? -


i've been trying reduce code used in voxel / planar terrain generator, , wrote function in order call every time need add new set of uv's - representing 4 vertex in texture map:

list<vector2> _uvs(list<vector2> uv, int x = 0, int y = 0) {     list<vector2> uvreturn = new list<vector2>();     uvreturn = uv;      uvreturn.add(new vector2 (0f, 0f) * x);     uvreturn.add(new vector2 (0.125f, 0) * y);     uvreturn.add(new vector2 (0.125f, 1)* y);     uvreturn.add(new vector2 (0f, 1f) * x);       return uvreturn; } 

however, can't seem identify exact spots write in modifiers, seem throw things off every time. have single row of 128x textures in 1024 file. uv layout moment seems exact, except multiplication. remove , shows first texture, perfectly. ways can improved on? goal used 4 vertex plane.

you can't multiply that, that's different.

uvreturn.add(new vector2 (x * 0.125f, 0f)); uvreturn.add(new vector2 ((x + 1) * 0.125f, 0)); uvreturn.add(new vector2 ((x + 1) * 0.125f, 1)); uvreturn.add(new vector2 (x * 0.125f, 1f)); 

you need offset uv coordinates - means have add x * widthofone x coordinates, , y * heightofone y coordinates. sample shows x-offset, can expand allow y-offsets well.


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