Bob Razowsky Posted July 13, 2016 Share Posted July 13, 2016 Hi everybody! I'm currently working with BABYLON.CSG and i'm facing a problem with UVs. As you can see on the image, my mesh is composed of two boxes merged with BABYLON.CSG. If y apply a texture on it, we can clearly see that it kept the UVs of my boxes in place. Is there a way to recompute them? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 13, 2016 Share Posted July 13, 2016 Hey There is no automatic UV mapping for no basic shapes. But you can still do it manually by using mesh.getVerticesData(BABYLON.VertexBuffer.UVKind) Quote Link to comment Share on other sites More sharing options...
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