Texture tilling to stretch

Hello everyone, i am having trouble setting up the texture to stretch.

I made this plane procedurally, then turn them into a cloth.

Im guessing that the UV coordinate has to do something on this? or no?.

here's how i setup'd the UV in the standard way like this:

for(int a=0;a<UVs.Length;a++)
{
    UVs[a] = new Vector2(Verts[a].x,Verts[a].y);
}

what could have gone wrong?

alt text

If your picture show how it looks currently how is it supposed to look?

the texture that im using is just a single 'X' as you can see on the image, but it's tiled. the tiling option in the material is 1, which is a correct thing. so im thinking that my prob is in the UV :(

Do you want to cover the whole mesh with one stretched texture without tiling? Then you should do it like this (assuming mesh is positioned in (0,0,0) ): UVs[a] = new Vector2( Verts[a].x / MeshXSizeInWorldUnits , Verts[a].y / MeshYSizeInWorldUnits); :)))))

That worked! you might want to put it in the answers so i can check it. one question though, is that kind of bad thing to do because the UVs are overlapping each other?

Created an answer. What do you mean "UVs are overlapping each other"?

1 Answer

1

An answer made from my comment.

If you want to cover the whole mesh with one stretched texture without tiling you should do it like this (assuming mesh is positioned in (0,0,0) ):

UVs[a] = new Vector2( Verts[a].x / MeshXSizeInWorldUnits , Verts[a].y / MeshYSizeInWorldUnits);