You can do UV mapping in blitz via the VertexTexCoords() command.
If you are building your mesh in blitz, and assuming the tiles are square, getting the texture to not stretch is just a case of working out a ratio of height to width, and matching the texture co-ords to it, or scaling the texture accordingly.
For instance 64x128 would meaning you having to scale the texture 2 times along the x axis to 1 of the y axis, so:
ScaleTexture texture,2,1
would sort that problem out.
If you are building the tile mesh in blitz, you will have to set the texture co-ords of each vertex as you build it anyway. If not, don't worry about texturecoords and just use the scale texture.
However, if you use this texture on another mesh, it will be scaled, as scaletexture affects all meshes using this texture.
If you are building your mesh in blitz, and assuming the tiles are square, getting the texture to not stretch is just a case of working out a ratio of height to width, and matching the texture co-ords to it, or scaling the texture accordingly.
For instance 64x128 would meaning you having to scale the texture 2 times along the x axis to 1 of the y axis, so:
ScaleTexture texture,2,1
would sort that problem out.
If you are building the tile mesh in blitz, you will have to set the texture co-ords of each vertex as you build it anyway. If not, don't worry about texturecoords and just use the scale texture.
However, if you use this texture on another mesh, it will be scaled, as scaletexture affects all meshes using this texture.