- Modificato
Move and Wrap UVS
Hi,
with csharp runtime time ago I have solved with this post: XNA moving UV offset: p55419
today the RegionOffsetX do not exits anymore and if I move the Regionuvs the texture don't wrap but move out. Exporting with Wrap option do not solve.
here: MeshAttachment regionOffsetX
the regionOffsetX and updateUVs do not exists in code anymore :-(
Please can you help?
best
Cristian
Update:
I can move the uvs coordinate with
mesh.Region.u
mesh.Region.u2
'mesh.Region.v
'mesh.Region.v2
but I must set
GraphicsDevice.SamplerStates(0) = SamplerState.LinearWrap
or SamplerState.AnisotropicWrap
before begin render.
so I don't quite understand what Wrapx and Wrapy are for, in the export of the editor?
best
Cristian
wrapX
and wrapY
aren't interpreted by the runtime. Specifically, the XNATextureLoader
class, which is called by Atlas when loading atlas pages, does not interpreted the page.uWrap
and page.vWrap
properties. The reason is that the XNA Texture2D
class doesn't allow setting the texture wrap, so XNATextureLoader
can't do anything about that.
Instead, this appears to be a global setting on the GraphicsDevice
as you've found. The correct place to do this would be in MeshBatcher
. For each item it renders, we'd need to set the global sampler state, and also restore it once the rendering is done.
I've opened an issue here:
https://github.com/EsotericSoftware/spine-runtimes/issues/2217
Thank you
Mario, here: [request][monogame]DebugRender Z
you can see that I just implement the UVs animation