Hello, imagine you have a mesh without pre-calculated UVs and you need to apply them on load. The mesh is rounded from the top perspective.
You can find my approach to calculate UVs on this playground: https://www.babylonjs-playground.com/#JI24J3#2
Here I use a standard sphere, but reapply the UVs.
The approach works except the last polygons. Basically, because of horizontally the last U will be always 0, that means I get an entire texture flipped and drawn on the last polygons. Of course I can add yet another condition to explicitly apply U to 1 in the end, however I believe Iām missing a more flexible and better approach.