Nice!
Quote:
Originally Posted by Lwmte
I have a problem with non-alpha-blended faces, however... They are not animating - I suppose it's because solid faces are stored and processed differently than transparent ones?
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Yes, they are stored and processed differently. Specifically, they're stored in vertex arrays (which are usually stored in vertex buffers). You need to update the vertex array and if used the vertex buffer to the new UV coordinates. This will require some additional data to know which parts of the vertex buffer to change.
The UV rotate mode… I won't lie, this could well be painful with the texture atlas, but that depends on how the UV coordinates are implemented specifically.