I have a circular ring mesh which I have generated procedurally. I also have a tileable texture which I want to place onto it. I have assigned UV coordinates to each vertex. This works for the most part but where the circle “closes” I get my whole texture squashed and mirrored between the last and first column of vertices:
I have set the indices so that the last and first triangle share the same column of vertices (0 u coordinate). I was hoping that the triangle’s UVs would be interpolated forwards from 0.95 → 1.0/0.0 without interpolating all the way backwards. Is this actually not possible?
The only solution I can come up with is to duplicate the first column of vertices and set their u coordinate to 1.0. In order to retain the smooth appearance I guess I would then have to manually set the vertex normals too, which currently I am not doing as the Mesh.RecalculateNormals() function works fine.