I can’t find the APIs in the document. Thanks in advance.
What is the best way to support background repeating in 2D?
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A little bit more specific. That is, how to support the background moves toward one direction while keep repeating? like simulating a plane flying in the dark sky with some stars. the plane is still, and the dark sky keeps moving backwards.
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I can’t find the APIs in the document
urho3d.github.io/documentation/H … tated.html
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Thanks for the remaining. The reason I asked again is that I managed to find a simpler way by calling StaticSprite2D::SetRectangle(deltaX,deltaY, textureWidth+deltaX,textureHeight+deltaY) and calculate the delatX and delatY by the time step in scene update. That way it works as expected to have the texture moves and repeats. But not in a smooth way. The move is sometimes slow and sometimes fast. I wonder whether calling SetRectangle is the same to using Material uv transform or in a less efficient way. I am still learning urho3d so a sample code on how to add material and perform the uv transform to staticsprite2d is highly appreciated.
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Just create textured plane (or node with child nodes if you want more than one plane) and move it in the scope of the camera. If the texture has a small size you do not need to create a lot of planes, but tuning UOffset and VOffset in material for repeating.
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Do you have sample code on how to use material to animate the uv values?
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So that’s your actual problem here?
Is this change of speed fps-dependent? Are you sure, you are using timeStep right? What happens if you turn on vsync?
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This question was asked to me? My way is not using UV animation But you can see the UV animation in the Water shader