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Multiple texture transforms not possible for the same UV layer

Open mgsx-dev opened this issue 2 years ago • 1 comments

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 avatar Dec 14 '21 14:12 mgsx-dev

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.

mgsx-dev avatar Jun 23 '22 09:06 mgsx-dev