repeating textures with uv

For questions about using Classic.

Post » Wed Aug 26, 2009 10:16 pm

I guess a few experiments would suffice, but someone else might already know.

can you make a tiled background type repeating texture on a sprite using uv distortion
without having to double up 2 vertexes at the same point?
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Post » Thu Aug 27, 2009 1:08 pm

If the texture is a power of two, you could try using a 1x1 mesh and the top right, bottom right and bottom left UV coordinates having values > 1. That's effectively what Tiled Background does with power-of-two images, but it doesn't work with other sized textures.
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Post » Thu Aug 27, 2009 3:59 pm

Hmm... so we can make a sprite with power-of-two image behave like a tiled background, with added bonus of animations and other features sprite has over tiledbackground object?
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Post » Thu Aug 27, 2009 4:02 pm

If so example please!
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Post » Thu Aug 27, 2009 5:09 pm

thx ashley
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Post » Thu Aug 27, 2009 7:21 pm

doesn't seem to be working ashley
[url:1brw6wvh]http://dl.getdropbox.com/u/1013446/tilee.cap[/url:1brw6wvh]
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Post » Sat Aug 29, 2009 9:27 pm

no then?
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Post » Sun Aug 30, 2009 5:36 pm

Oh, it isn't set to tile, it's set to repeat the last row of pixels... I'll have a look at changing that.
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Post » Tue Sep 22, 2009 5:28 pm

Haven't posted in quite a bit, but I figure this cause is worth championing. I don't think most people fully appreciate what this change will allow us to do.

It would essentially be the Tiled Background object, except that it can:

- Be animated
- Be in any polygonal shape (instead of the standard square/rectangle)
- Have the image stretchable/skewable in any way
- Have other patterns beside checkerboard
- Fully support the Z axis!

Very much looking forward to seeing this implemented.
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Post » Tue Sep 22, 2009 9:30 pm

Not to mention rotation, something tile-bg cant do.
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