Isolate UV Island (aka Shell)

Well, I'm in the middle of creating a label system that draws textures directly. I also have work on the video card, so there is no lag behind using the Texture2D.Apply () approach.

Anyway, in fact, I just rub the texture with a decal in the specified UV coordinate. My next step is to isolate the island hit by the racists, so I can limit the pass to this island. Thus, when a decal hits the edge of the island, it does not flow to neighboring islands.

What i know:

UV coordination raycast hit (where I draw)

- the index of the triangle that was hit (how do I find the right texture to draw)

- an array of all UV objects (not using it yet, but I'm sure this will help in the isolation process)

Can someone help me figure out how to isolate a remote island? I really confused this forum, unity forum and google ... found some similar requests for help, but did not respond.

Any help is much appreciated:]

Edit: After talking with some of the artists, UV Island is also sometimes referred to as a shell.

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