Hello everyone. I recently added pillars to my game and I was able to properly scale the texture using the code:
var_texcoord0 = texcoord0 * p * 2;
where textcoord0 is “attribute mediump vec2 texcoord0;” and var_texcoord0 is “varying mediump vec2 var_texcoord0;”
I am now trying to texture a boulder mesh the same way but regardless of the scalar I apply to var_texcoord0 the boulder appears as just a coloured object without texture detail. If I change the texture the base color of the boulder changes. Is there something unique I have to do in order to scale a texture for a more complex mesh? Thanks for any help anyone can provide
Thank you! I now see the model properly textured in the editor. However, I am wondering how I can get the mesh from the model object in lua code? I tried to get the mesh property but it doesn’t exist. I want to scale the collada dae model up by a factor in the code vs trying to work w/ a large model in Blender. P.S. thanks for all the help, I’m finding the lack of Defold related docs pretty frustrating but I hope I can contribute some info back to the community at some point.
Here’s the code I’m using to scale my column mesh object:
require "singletons"
first_init = true
function init(self)
self.gop = gop.get()
self.gop.objtype = hash("decor")
if first_init then
self.light = vmath.vector4(0, 0, 164, 1)
go.set("#mesh", "light", self.light)
local res = go.get("#mesh", "vertices")
local buf = resource.get_buffer(res)
self.box_positions = buffer.get_stream(buf, "position")
for i=1,#self.box_positions do
if i%3==0 then
self.box_positions[i] = self.box_positions[i] * 64
elseif i%3==1 then
self.box_positions[i] = self.box_positions[i] * wall_width / 2
else
self.box_positions[i] = self.box_positions[i] * wall_height / 2
end
end
end
local pos = go.get_position()
pos.z = pos.z + 65
go.set_position(pos)
first_init = false
end
However it requires access to a mesh to grab the vertices.
I gave up on trying to do this in the code. Instead I set the grid size in Blender to 32px per square. Then I exported the Collada DAE model with unwrapped UVs. After that I was able to properly texture a concrete slab which I think looks better for the level I’m working on right now: