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It's quite common to defined at the texture level (or in glTF case, the sampler) how we want that image to be tiled, have an offset, or even a rotation.
Defining a new extension, that could be added inside the sampler (that's where it makes the most sense) on how to transform the UVs before reading the associated textures.
And I think it makes sense as an extension because this would require modifying and compiling the fragment shader differently, depending on each texture access. But Three.js already supports that.
The text was updated successfully, but these errors were encountered:
It's quite common to defined at the texture level (or in glTF case, the sampler) how we want that image to be tiled, have an offset, or even a rotation.
Defining a new extension, that could be added inside the sampler (that's where it makes the most sense) on how to transform the UVs before reading the associated textures.
And I think it makes sense as an extension because this would require modifying and compiling the fragment shader differently, depending on each texture access. But Three.js already supports that.
The text was updated successfully, but these errors were encountered: