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One thing to think about here is that you are updating the entire mesh UV state for each tile you modify. I'd be sure to check and make sure it's not refreshing the mesh after each tile. you might return the UV updated array one level up and marge them all at once. Basically restructure so you calculate all, then apply the changes to the chunk/mesh. I also ...


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If you map the UV coordinates of a square texture to that quad it will automatically give you the effect you're looking for. In other words, map the texture the same as you would for the face of a cube; Upper-left: 0, 0 Upper-right: 1, 0 Lower-left: 0, 1 Lower-right: 1, 1 Unfortunately, doing it this way will cause perspective issues because you're ...


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Without knowing more about your code, its difficult to say why it would be running that slow. I can't imagine it taking 1-2 seconds to update 32000 UVs, that's not that large of a number, so my guess is that its doing something else horrible because of the fact that you are updating that many UVs. Either way, your solution will be similar. Since all the ...


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Basically, there is Vertex data, which is stored in one or more VBOs. Typical (3D) vertex has like: vec3 pos, vec2 uv, mat3 tbn (or vec3 normal) - maybe some other modifiers, possibly several different uv coords or something like that. Anyways, no matter if you store those to 1 or multiple VBOs, IBO will index all the buffers with same index. So, each ...


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When using index buffers, you are indexing into all of the buffers at the same time. That means that if you have a point which can have multiple texture coordinates(If there is a seam at that point) or normals(for example if faceted) then you need to duplicate the given points vertex coordinates with all possible combinations. If you want to have indexing ...



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