Hot answers tagged textures
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 ...
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.
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 ...
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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