fenomas Posted March 30, 2015 Share Posted March 30, 2015 Hi, I've been playing with the equivalent of texture atlases, and one limitation seems to be that it's not possible to get the equivalent of WRAP_ADDRESSMODE when using them. Am I right in thinking that doing this would require a custom shader? I imagine it would require something like "texture.uClamp / texture.vClamp", analogous to uOffset/vOffset except specifying upper limits rather than lower limits of the texture area used. Has something like this been worked on before? Quote Link to comment Share on other sites More sharing options...
jahow Posted March 30, 2015 Share Posted March 30, 2015 Hey, Currently you're right, there is no native way of repeating only a texture's subset on a mesh, so a custom shader is required. This may be a neat addition to the StandardMaterial of BJS though! Note that OpenGL has a feature called 2D Texture Array that does exactly this, although it is not yet supported in WebGL. Quote Link to comment Share on other sites More sharing options...
fenomas Posted March 31, 2015 Author Share Posted March 31, 2015 Okay, thanks for confirming. I vaguely recall DK saying something about planning for texture atlas support - if that happens, this will be a must-have feature for StandardMaterial (I hope!). Quote Link to comment Share on other sites More sharing options...
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