Add mapping coordinates (or texture coordinates) to your RWX object


At this moment you have a panel of 2 x 2m with two faces. The problem is that when you apply a texture at this moment, the texture will pull at all sides because there are no coordinates specified for the texture, with other words, no UV.
In RWX language, only the letters UV are used to define UVW.

To understand how to apply a texture to a RWX, you have to imagine yourself the texture laying over your object like a blanket. With the help of the drawing see below we are now going to apply the correct UV coordinates to the panel.

Example RWX object Each UV has two values separated by at least one space, the first to define the horizontal position and the second to define the vertical position.
See below for some examples which will indicate this more clear :

Texture that doesn't repeat itself :

vertex
vertex
vertex
vertex
-.1
 .1
 .1
-.1
.2
.2
 0
 0
0
0
0
0
UV
UV
UV
UV
0
1
1
0
0
0
1
1
#1
#2
#3
#4
Texture that repeats itself two times in width and one time in heigth :

vertex
vertex
vertex
vertex
-.1
 .1
 .1
-.1
.2
.2
 0
 0
0
0
0
0
UV
UV
UV
UV
0
2
2
0
0
0
1
1
#1
#2
#3
#4
Texture that repeats itself two times in width and two times in heigth :


vertex
vertex
vertex
vertex
-.1
 .1
 .1
-.1
.2
.2
 0
 0
0
0
0
0
UV
UV
UV
UV
0
2
2
0
0
0
2
2
#1
#2
#3
#4



Introduction | RWX page 2 | RWX page 3| RWX page 4| RWX page 5

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