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Texture Mapping when using CreateBox


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Hi guys,

I am trying to get a dynamic text texture on my mesh. The texture including dynamic sizing works pretty well, yet each face draws the texture in a different direction. Regarding front,left,right and back sides, I don't really understand why.

I don't want to use submeshes/submaterials for performance reasons (i am going to have a lot of meshes in my scene probably) if I can avoid it. Also, I read that updatable meshes are more expensive, too, so if I can, updating the UVMaps afterwards is also something I would like to avoid.

Any ideas?



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hi you can do it with shader :)

because the box is special mesh and have special normal

you can set 6 textures

and use a simple condition like this

if(normal.x > 0) {  gl_FragColor =  texture2D(txt1 ,uv ); }

if(normal.x < 0) {  gl_FragColor =  texture2D(txt2 ,uv ); }

if(normal.z > 0) {  gl_FragColor =  texture2D(txt3 ,uv ); }

if(normal.z < 0) {  gl_FragColor =  texture2D(txt4 ,uv ); }

if(normal.y > 0) {  gl_FragColor =  texture2D(txt5 ,uv ); }

if(normal.y < 0) {  gl_FragColor =  texture2D(txt6 ,uv ); }


and it possible with one texture too but have some more  code 



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