u
v
LC Pixel offsets of sprite
and model textures in horizontal and vertical
direction.
They determine the matTexture texture
transformation matrix that is used for texture mapping when the pixel offsets are nonzero. By changing these offsets in real time, effects like
streaming water can be achieved.
Range:
unlimited (default: 0)
Type:
var
Remarks:
- The
texture offsets of model or terrain skins can also be changed through the fx_uvspeed action
in the MtlFX template script.
-
On sky domes the u v parameters give the speed of the cloud layers in pixels per tick.
- The resulting texture
transformation matrix for models looks like this:
1 0 0 0
0 1 0 0
u v 1 0
0 0 0 1
Example:
action water_current() // assign to a water sprite
{
while (1) {
my.v = 5*total_ticks;
wait (1);
}
}
See also:
skin, matTexture
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