Texture Coordinates across multiple meshes in

Hey Guys,

I have also posted this question in the winfx.avalon newsgroup!

I have a grid of 10x20 flat plane meshes lined up in such a way that they
are all on the same Z value and give the apeareance of one large plane. I
have applied texture coordinates to each of these planes with the idea that
applying the same material to all the meshes will result in the proper part
of the material being displayed in the proper location of the grid.

The issue is that even with txt-coord values like (0, 0.1) etc, every single
plane is displaying the entire material instead of the sub-section that it is
supposed to.

Any ideas what could be causing this

-Avery


Answer this question

Texture Coordinates across multiple meshes in

  • byronfromwesleyan

    By default, our Brushes will auto size to the area of the destination. For example, the default value of Viewport (the destination for the content) of a TileBrush is 0,0,1,1 and ViewportUnits is RelativeToBoundingBox, meaning that the default behavior is to cause the content to fill the entire destination (from 0%,0% to 100%,100% of the space). If you want to disable this "smart sizing" behavior, you can set ViewportUnits to Absolute. If you do this, the Viewport will now map directly to texture coordiantes.

    -Adam Smith [MS]



  • AksaiGora

    Thank you so much Adam! That worked perfectly! :-)

    -Avery

  • Texture Coordinates across multiple meshes in