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So, i've observed Phoria prefers counter-clockwise vertex orders (at least in polygons...)
So, with that in mind, what is the proper way to do this so I don't flip or rotate my textures on the models?
And likwise, what if I wanted to invert a face/poly or two to create the interior walls of a room?
Last I checked, vertex order DOES matter when UV-mapping, as does the U,V order.
I kinda had to change my approach with my geometry generators, because the vertex order was causing things not to render... (besides x/z-rotating any type of object made of planes is kinda annoying...) I've been making a few properly 3d objects, so I can't manage flipping those around. However, I'm now worried if I attempt to go and texture the 'fixed' geometry, it's not going to look right.
I could maybe provide some examples, but I'd have to alter/remove textures since I'm using stuff ripped/dumped from various games, as I tend to experiment with something that's already made.
The text was updated successfully, but these errors were encountered:
So, i've observed Phoria prefers counter-clockwise vertex orders (at least in polygons...)
So, with that in mind, what is the proper way to do this so I don't flip or rotate my textures on the models?
And likwise, what if I wanted to invert a face/poly or two to create the interior walls of a room?
Last I checked, vertex order DOES matter when UV-mapping, as does the U,V order.
I kinda had to change my approach with my geometry generators, because the vertex order was causing things not to render... (besides x/z-rotating any type of object made of planes is kinda annoying...) I've been making a few properly 3d objects, so I can't manage flipping those around. However, I'm now worried if I attempt to go and texture the 'fixed' geometry, it's not going to look right.
I could maybe provide some examples, but I'd have to alter/remove textures since I'm using stuff ripped/dumped from various games, as I tend to experiment with something that's already made.
The text was updated successfully, but these errors were encountered: