I have been playing with some code for modeling paper using mesh2 objects. The
code starts with a flat rectangle for the paper and creates the vertices based
on the size of paper I want. It creates uv coordinates in that same range,
assuming that any texture I apply later will be scaled to the size of the paper.
I then have various options for adding wrinkles, bends, scrolls, etc. to the
paper, which moves the vertices around, but leaves the original uv coordinates.
This was all working fine until I decided to scale one of the mesh2 objects (by
2), and scale the texture by the same amount. When I rendered the object,
however, the texture (I used an image map), was 2x too big.
Does scaling a mesh2 object only scale the vertices and not the uv_vectors? If
so, am I better off creating the uv_vectors with some constant scale and
ensuring that the texture is also kept at that constant scale?
-- Chris R.
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