Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by steinbitglis · Mar 06, 2012 at 05:38 PM · texturemeshuv

Why is there a MeshUtility.SetPerTriangleUV2

According to the Unity script reference:

For every vertex there can be a normal, two texture coordinates, color and tangent.

According to Wikipedia, (and I know this is the case in OpenGL).

UV coordinates are applied per face,[3] not per vertex. This means a shared vertex can have different UV coordinates in each of its triangles, so adjacent triangles can be cut apart and positioned on different areas of the texture map.

Unity seems to support this through `MeshUtility.SetPerTriangleUV2`. Why? Why can I not set per-triangle uv coordinates for the primary texture?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jessy · Mar 06, 2012 at 06:02 PM 0
Share

It was included for Beast. What are you trying to do?

avatar image steinbitglis · Mar 06, 2012 at 07:51 PM 0
Share

I'm trying to create a web-banner-like mesh automatically. That is, tile the center of each block, but use another sprite/submesh/subtexture for the ends.

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by Bunny83 · Mar 29, 2013 at 04:48 PM

Just found your question. MeshUtility is an editor class and SetPerTriangleUV2 isn't documented or has been removed, so it's probably used internally by the editor.

Next thing is the graphics card can only use one index for all "vertex parameters". I worked a lot with OpenGL in the past but mostly with the immediate API ;) However I've never heard of a way to specify the uvs seperately when using indexed buffers. See this SO question.

I guess the function is used by the lightmapper for specifying the lightmap UVs.

Fact is that you have to split a vertex when any vertex property is different (position, normal, color, uv, uv2, tangent)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Assigning UV Map to model at runtime 0 Answers

2 Textures on a single mesh 1 Answer

"Baking" to 2d UV Map? 1 Answer

Texture bleeding on mesh 2 Answers

Automatically generate UVs for an imported mesh? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges