UV Clamp problem
Blitz3D Forums/Blitz3D Programming/UV Clamp problem| 
 | ||
| TextureFilter mytexture,48 does nothing. Infact if I set uvcoords with Positiontexture to 3,3 I still see the texture on the model. Is UV Clamp really working? p.s.I'm using second UV channel. | 
| 
 | ||
| Did you specify that the texture was to use the second set of coords, it's always the first by default? i.e. TextureCoords MyTexture, 1 | 
| 
 | ||
| Yes....Uvclamp has no effect, therefore it is always off. | 
| 
 | ||
| It is called UV-Clamp not PositionTexture-Clamp for a reason :-) PositionTexture does not affect UV-Coordinates. | 
| 
 | ||
| PositionTexture texture,u_position#,v_position# I see U and V, not X and Y:) | 
| 
 | ||
| Hehe :-) Nevertheless that's not what UV coordinates are. UVs are stored on each vertex in order to define which part of a texture is drawn. You can change those coordinates directly in your 3d modelling application or via VertexTexCoords in B3D. | 
| 
 | ||
| However I need to hide the texture that is on the second layer.. what's the fastest way to do that? I don't want to paintentity or surface. I thought pointing uv to a dead zone would do the job(since the texture is in additive) but I can't cause clamp is enabled. | 
| 
 | ||
| If the texture is additive and you want to remove it,  you need to  re-texture with a completely black version on the same layer.  There's no way round this. | 
| 
 | ||
| Indeed :( | 
| 
 | ||
| Yep, have a small 1x1 texture and texture over it. |