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Rui Martins wrote:
You don't need to stretch the the images!
just define a power of 2 texture width and height big enought to fit the image. Then copy the image to the texture, and place it at UV origin (0,0), then just use the currect texture coords, to map only the image, without using the extra texture area that is left out.
In a more specialized case, if your images are small and many, just create a big texture, and try to fill it (as optimally as you can with images, then use this texture, but adjust the texture coords, according to where the image you want is located in the texture.
thanks Rui and Corre but that's exactly what I'm doing now but there is no way in the rendering pipeline for me to tell if a poly needs its' UVs scaled so i am unable to adjust them on the fly - plus there is a requirement for repeating textures so the size of the image and the size of the texture needs to match.
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