How do I modify skins to tile instead of stretch?
by Joe Bussell · in General Discussion · 10/26/2007 (4:08 pm) · 2 replies
Greetings,
I am working on a 3D modeling program where I am morphing shapes by tweaking the ShowTSShape member variables. Now that my solids are properly morphing along the dimensions that I am interested I added a skin. The problem is that after I modify my mesh vertices according to my morph I get a stretched skin. I had hoped that the TSShapeInstance::reSkin() method would handle this for me, but I am not getting the desired effect.
Do TGE skins have U,V,W characteristics for textures? Is there a flag that I can set to trigger tiling of skins instead of stretching? Is there a method that I should be looking at to address this differently?
Thanks,
Lunar Logic Dev Team
I am working on a 3D modeling program where I am morphing shapes by tweaking the ShowTSShape member variables. Now that my solids are properly morphing along the dimensions that I am interested I added a skin. The problem is that after I modify my mesh vertices according to my morph I get a stretched skin. I had hoped that the TSShapeInstance::reSkin() method would handle this for me, but I am not getting the desired effect.
Do TGE skins have U,V,W characteristics for textures? Is there a flag that I can set to trigger tiling of skins instead of stretching? Is there a method that I should be looking at to address this differently?
Thanks,
Lunar Logic Dev Team
#2
10/30/2007 (2:37 pm)
OK, how do I get access to a vertex shader that would be useful for a TSShapeInstance?
Torque Owner Lee Latham
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