At the moment I'm using a basic single surface system for my current project, only up until now I've had a seperate surface for each texture (as all quads on a surface must share the same map). However I now need some animating objects to be single surface. Now assuming I have a 400x400 texture, with 16 100x100 mini textures each representing a frame(4x4), I think I should be able use VertexTexCoords to change the UV map depending onthe frame. However I can't seem to get my head around how this would work. Could somebody give me a helping hand?
Would the +1/+1 vertex be the top right hand corner of each tile? And is U/V in actual pixels, or from 0 to 1?
Any information would be useful :)
Would the +1/+1 vertex be the top right hand corner of each tile? And is U/V in actual pixels, or from 0 to 1?
Any information would be useful :)