Как правильно повернуть текстуру на меше?
Синтаксис:
Используется csharp
public Material mat;
Start(){
cover =new GameObject("cover",typeof(MeshFilter), typeof(MeshRenderer));
mesh=new Mesh();
meshFilter=cover.GetComponent<MeshFilter>();
meshRenderer=cover.GetComponent<MeshRenderer>()
Vector2[] uv=new Vector2[MaxPoint];
Vector3[] vertices=new Vector3[MaxPoint];
int[] triangles=new int[MaxPoint*3];
for(i=0;i<MaxPoint;i++){
uv[i]=new Vector2(Point[i].x,Point[i].z);
vertices[i]=Point[i];
}
for(i=0;i<MaxPoint;i++){
if(i>1){
triangles[i+0]=i;
triangles[i+1]=i-1;
triangles[i+2]=i-2;
}else{
triangles[i+0]=i;
triangles[i+1]=i+1;
triangles[i+2]=i+2;
}
}
mesh.vertices=vertices;
mesh.triangles=triangles;
mesh.uv=uv;
meshFilter.mesh=mesh;
meshRenderer.material=mat;
}
Start(){
cover =new GameObject("cover",typeof(MeshFilter), typeof(MeshRenderer));
mesh=new Mesh();
meshFilter=cover.GetComponent<MeshFilter>();
meshRenderer=cover.GetComponent<MeshRenderer>()
Vector2[] uv=new Vector2[MaxPoint];
Vector3[] vertices=new Vector3[MaxPoint];
int[] triangles=new int[MaxPoint*3];
for(i=0;i<MaxPoint;i++){
uv[i]=new Vector2(Point[i].x,Point[i].z);
vertices[i]=Point[i];
}
for(i=0;i<MaxPoint;i++){
if(i>1){
triangles[i+0]=i;
triangles[i+1]=i-1;
triangles[i+2]=i-2;
}else{
triangles[i+0]=i;
triangles[i+1]=i+1;
triangles[i+2]=i+2;
}
}
mesh.vertices=vertices;
mesh.triangles=triangles;
mesh.uv=uv;
meshFilter.mesh=mesh;
meshRenderer.material=mat;
}
Полосы должны идти горизонтально, а
Получается: