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Easy and fast way to tile a texture by overlapping faces?
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I'm modeling a simple level. I'm using a texture atlas that contains more textures than one for performance reasons. I want to achieve less draw calls by using less materials.

So I have a plane for example, it is segmented, so I can use face mapping, than with UVW Unwrap, I can place the faces overlapping each other. It works well in this case. But if I use tessellation it messes up the vertex order, so face mapping works in a bad way. Also, if I have something not like a plane, face mapping doesn't really work since the faces are not squares.

How should I solve it as simple as possible? I must keep the UV coordinates between 0-1 range, and if there was no other textures in the same bitmap, I should simply tile it with mapscaler modifier for example.

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7/20/2012 11:18:36 PM (last edit: 7/20/2012 11:18:36 PM)
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