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Can I assign multiple UV's coordinates for a vertex?
Hi, I am generating a mesh, it is a simple plane. I want textures to repeat on every square, because I generate planes of different sizes in my game. A 4x4 plane is actually 5x5 vertices right. Here is the problem, I have a texture that I want repeated, but on certain squares inside the mesh, I want different textures. for each square I want 4 uv's, in the four corners of the texture, and then the problem is, the ones on the next square over already have 2 uv's defined. all of the edges are already stitched together. I guess I should ask, is there a way to unstitch the edges? I know it is a visual question, but I hope you understand.
Edit: I added a picture with rubber ducks to illustrate my problem. I want to texture each square with the duck in its correct orientation. Having one set of coordinates for a UV for each vertex doesn't allow this. Again, does anyone know a solution? it could be as simple as no, at least then I will stop checking this question
I would say no, you need a separate quad for each image. There may be some helpful information here : http://answers.unity3d.com/questions/293607/tiling-uv-mapping.html
Yes you can. Unity for instance can have 2 sets of UV's per mesh. One for textures, one for lightmapping. However, you should never use that for something like this. @alucardj's suggestion is the best solution.
Sorry for the misinformation. Hopefully the link was more accurate than I was.
@alucardj Yep, there was nothing wrong with what you said
Answer by Eric5h5 · Jul 24, 2013 at 12:08 AM
UVs, like all vertex attributes, are per-vertex. Anything that requires different values at the same vertex location (such as hard edges, separated UVs, etc.) requires more than one vertex.
Thanks everyone. I will seperate it into many planes, and work with that, it shouldnt affect my performance. Thanks
Don't do that; you don't need separate planes, and it will affect your performance. You only need separate vertices.