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Question by gord0_ · Feb 10, 2014 at 07:26 PM · c#texturescaling

Texture scaling mystery

Alright, I've seen there's a number of threads about scaling a Texture2D. That line of searching brought me to now being able to scale Texture2Ds by using this class: http://wiki.unity3d.com/index.php/TextureScale

Now, what I'm currently working on is applying decals directly to the targeted texture. That's working fine. BUT, depending on the texture size and how much it's being scaled over it's geometry, the decal appears at different sizes (without any scaling, see attached image). That's what lead me to even look into scaling a Texture2D.

The mystery is, I'm not sure what kind of math to throw at the scale function to make the decal appear the same size visually no matter which mesh and texture it's on.

Any help is much appreciated : ]

alt text

edit: I'm partially abandoning this, because with decals bigger than 64x64 pix the lag from .Apply() is not acceptable. I'm going to try and figure a way to do the same thing entirely on the vid card to eliminate the lag. However, I believe scaling will still be relevant at that point, so I'll leave the topic open.

second edit: Alright, figured out how to get the same effect using RenderTextures and GL calls. So now all the legwork is done on the video card so texture size of the decal can be potentially huge with no lag.

Anyway, as predicted in my first edit, the scaling issue remains. Again any help is much appreciated.

third edit: After some research, it's something to do with how the UVing was done. Because all the textures in the model are 1024x1024. Yet there's a clear visual size difference in the decal. Hope that helps anyone who may be able to help me.

fourth edit: I just sat down with an artist and it seems this very little to do with simply scaling the decal and a lot to do with some uv magic.

Right now I'm literally just stamping the texture.

What I need to do is determine which triangles belong to each part of the texture so I can limit the decal to applicable parts of the sheet. I then also need to do some other checking in world space so a decal can span two parts of the texture on different regions of the sheet when on the model they're actually attached to eachother. So I don't think my original question is valid anymore, however the "mystery is solved".

decalscale.png (394.4 kB)
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