I have a material that is initially deforming a ground plane based on a texture height map - however when animating the texture uv offset, the texture itself is animating but the mesh does not.
I’m not an expert on NME, but this looks like bug in the texture block for vertex shaders. Capturing a frame in Spector.js, what I see in the vertex shader is the following
where the shader calculates a
transformedUV, then immediately uses the original
uv instead of the transformed one. Changing the texture read line to use
transformedUV instead of
uv, I see the elevations in the vertex shader follow the highlights, which I believe is the expected behavior. I’ll take a look and update you if I figure out where this is coming from.
Will be in the next nightly in a couple hours