Could somebody please show me how to calculate UV coords and how to use TextureAtlas helper?
For learning purpose I’ve made loop which generates triangles one by one on X axis, in single mesh.
Of course when I applied that same texture coords (0,0 1,0 0,1) for every triangle, only frist one has proper texture and others are flipped in some pattern.
Is it possible to calculate these abstract flipped texture coordinates for n-th triangle basing on it’s position and rotation relative to first triangle?
And is it possible to do with TextureAtlas, or is it only for working with separate geometries?