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Question by $$anonymous$$ · Feb 20, 2018 at 02:34 PM · texturinguv coordinatesstretching

How to define uv values based on vertices for texturing

Hi guys,

I'm not sure how to explain this but I'll try my best. So here I'm trying to define the values of uvs based on vertices of an object. This object consist of many polygons and thus many surfaces.

To be able to apply textures on it I need to define the uv values of each vertex.

Question is how do you define the uv value of a vertex? How do I know when to use the z value instead of the x value in a mesh.uv? Is there an algorithm out there to do this?

For instance: I have the variables width(w),height(h),depth(d). Depending where the vertices are, the Vector2(u,v) are different. In the u and v I could assign w,h or d. But how do I know what to assign based on the vertex?

My purpose for being able to set the uv is to fix some stretching problem of a texture.

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