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Multiple texture transforms not possible for the same UV layer #59

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mgsx-dev opened this issue Dec 14, 2021 · 1 comment
Open

Multiple texture transforms not possible for the same UV layer #59

mgsx-dev opened this issue Dec 14, 2021 · 1 comment
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@mgsx-dev
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Default libgdx shader allow to have independent texture transform for each maps (diffuse, normal, specualr, etc...).

With gdx-gltf PBRShader, you can only have independent texture transforms for individual UV layers (limited to 2).

That means that when you override material maps using texture regions for the same UV layer (UV index), it'll arbitrary use one of them.

Possible workarounds :

  • have 2 UV layers with a limitation : you can only have 2 independent texture transforms
  • when using texture regions, having all regions packed the same way in individual atlases.
@mgsx-dev mgsx-dev added the bug Something isn't working label Dec 14, 2021
@mgsx-dev
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also, GLTF files can have different texture transforms applied to the same UV layer. So the solution is probably to have texture transforms for individual maps.

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