I’m trying to map textures to a custom cube one square texture that i want repeated on all faces. here’s my UV cords
and here’s how the vertices are indexed
Starting from the bottom
when i try this, only 4 out of the 6 faces are mapped
the other ones are blank. is this a uv mapping issue or something more fundamental I’m missing?
UVs are associated one-to-one with Vertices.
To ad-hoc map unique UVs on each face of a cube you need to have one vert at each corner for each face you want, so a total of 4 vertices per face, so 24 verts, or if you prefer, 8 corners, each with 3 verts, so 24 verts.
EDIT: I have such a code snippet:
/*
The following license supersedes all notices in the source code.
Copyright (c) 2020 Kurt Dekker/PLBM Games All rights reserved.
http://www.twitter.com/kurtdekker
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
Neither the name of the Kurt Dekker/PLBM Games nor the names of its
contributors may be used to endorse or promote products derived from
This file has been truncated. show original
The above code makes six separate submeshes, each individually UV-mapped to the full texel space.
that makes a lot of sense lol, this will honestly be much easier than trying to have faces share verts ty
1 Like