Method SetUVs
SetUVs(RideID, Int32, RideVector2[])
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, RideVector2[] uvs)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
RideVector2[] | uvs | UVs to set for the given index. |
SetUVs(RideID, Int32, RideVector2[], Int32, Int32)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, RideVector2[] uvs, int start, int length)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
RideVector2[] | uvs | UVs to set for the given index. |
System.Int32 | start | Index of the first element to take from the input array. |
System.Int32 | length | Number of elements to take from the input array. |
SetUVs(RideID, Int32, RideVector3[])
Declaration
void SetUVs(RideID mesh, int channel, RideVector3[] uvs)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | |
System.Int32 | channel | |
RideVector3[] | uvs |
SetUVs(RideID, Int32, RideVector3[], Int32, Int32)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, RideVector3[] uvs, int start, int length)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
RideVector3[] | uvs | UVs to set for the given index. |
System.Int32 | start | Index of the first element to take from the input array. |
System.Int32 | length | Number of elements to take from the input array. |
SetUVs(RideID, Int32, RideVector4[])
Declaration
void SetUVs(RideID mesh, int channel, RideVector4[] uvs)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | |
System.Int32 | channel | |
RideVector4[] | uvs |
SetUVs(RideID, Int32, RideVector4[], Int32, Int32)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, RideVector4[] uvs, int start, int length)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
RideVector4[] | uvs | UVs to set for the given index. |
System.Int32 | start | Index of the first element to take from the input array. |
System.Int32 | length | Number of elements to take from the input array. |
SetUVs(RideID, Int32, List<RideVector2>)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, List<RideVector2> uvs)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
List<RideVector2> | uvs | UVs to set for the given index. |
SetUVs(RideID, Int32, List<RideVector2>, Int32, Int32)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, List<RideVector2> uvs, int start, int length)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
List<RideVector2> | uvs | UVs to set for the given index. |
System.Int32 | start | Index of the first element to take from the input array. |
System.Int32 | length | Number of elements to take from the input array. |
SetUVs(RideID, Int32, List<RideVector3>)
Declaration
void SetUVs(RideID mesh, int channel, List<RideVector3> uvs)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | |
System.Int32 | channel | |
List<RideVector3> | uvs |
SetUVs(RideID, Int32, List<RideVector3>, Int32, Int32)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, List<RideVector3> uvs, int start, int length)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
List<RideVector3> | uvs | UVs to set for the given index. |
System.Int32 | start | Index of the first element to take from the input array. |
System.Int32 | length | Number of elements to take from the input array. |
SetUVs(RideID, Int32, List<RideVector4>)
Declaration
void SetUVs(RideID mesh, int channel, List<RideVector4> uvs)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | |
System.Int32 | channel | |
List<RideVector4> | uvs |
SetUVs(RideID, Int32, List<RideVector4>, Int32, Int32)
Sets the UVs of the Mesh.
Sets the mesh UVs (texture coordinates) as a List of either Vector2, Vector3, or Vector4. 2D (Vector2) texture coordinates are the most common case, but it is possible to use 3D or 4D texture coordinates too. This is most often used for special effect data in shaders.
Declaration
void SetUVs(RideID mesh, int channel, List<RideVector4> uvs, int start, int length)
Parameters
Type | Name | Description |
---|---|---|
RideID | mesh | ID of the mesh. |
System.Int32 | channel | The UV channel, in [0..7] range. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. |
List<RideVector4> | uvs | UVs to set for the given index. |
System.Int32 | start | Index of the first element to take from the input array. |
System.Int32 | length | Number of elements to take from the input array. |