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In theory, loading many textures will be slower. In practice, the actual amount by which it is "slower" is probably negligible. There are two main bottlenecks: Reading the texture file off the disk. Sending the texture to the GPU. Files on disk have some small-but-non-zero overhead in terms of book-keeping information for the filesystem. Thus, 16 files ...


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I figured it out. I forgot to set the "wrap mode" for each of the 6 textures to "clamp" rather than repeat. This seems to make all the difference when preventing seams for the skybox material.


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You're on the right track. The method you describe gives an orthonormal basis for the plane, xAxis & yAxis. Now for any arbitrary point on (or off) the plane, offset = point - center uv = scale * (dot(offset, xAxis), dot(offset, yAxis)) You can also express this operation as a matrix multiplication if you prefer. It's an orthographic projection ...


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In order to see a texture properly on a card, you need to first UV unwrap the mesh in blender. Press Tab to get into edit mode on your card object. Press A until you have all of your vertices selected Press U and do a Smart UV Unwrap Bring up a UV/Image editor window. Make a new UV image or open your card image. Fidget with the UVs until you get it lined ...



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