This will create a grid 256 x 256 pixels in size, split into 2 x 2 segments, with
the texture tiling across the cells.
You can split the grid into segments both vertically and horizontally. This will
generate two faces per grid segment as a result.
The tile parameter allows you to control if the tile will repeat across the grid
segments, or be displayed in full.
If adding this grid to a Mesh you can offset the grid via the x and y properties.
UV coordinates are generated based on the given texture and frame in the config. For
example, no frame is given, the UVs will be in the range 0 to 1. If a frame is given,
such as from a texture atlas, the UVs will be generated within the range of that frame.
Creates a grid of vertices based on the given configuration object and optionally adds it to a Mesh.
The size of the grid is given in pixels. An example configuration may be:
{ width: 256, height: 256, widthSegments: 2, heightSegments: 2, tile: true }This will create a grid 256 x 256 pixels in size, split into 2 x 2 segments, with the texture tiling across the cells.
You can split the grid into segments both vertically and horizontally. This will generate two faces per grid segment as a result.
The
tileparameter allows you to control if the tile will repeat across the grid segments, or be displayed in full.If adding this grid to a Mesh you can offset the grid via the
xandyproperties.UV coordinates are generated based on the given texture and frame in the config. For example, no frame is given, the UVs will be in the range 0 to 1. If a frame is given, such as from a texture atlas, the UVs will be generated within the range of that frame.