I am just not getting my head wrapped around how to manipulate textures. I grasp that there are ways to manipulate it (uOffset, uScale, uAng and the v and w equivalents) in relation to a mesh. I don’t quite get what the “number” represents for those as it seems to be a ratio more than any absolute “number.”
My first point of confusion is just trying to establish exactly where the “insert” position of the image might be in relation to a mesh (i.e. where on the mesh is 0,0 and where in the image in the texture is 0,0, since they do not seem to be the same). Then, based on image size (and possible scaling of it), how to “offset” the texture into a desired position on the mesh. Finally, how to then insure the rotation center is set to the desired position as well. If someone could first either point me to a good tutorial or walk through a “simple” example (i.e. a flat square mesh for example) of what those positioning properties do in relation to the mesh, that might help.
But my ultimate goal is more complicated than just a square (I’m just thinking maybe a square might help me understand things). I have a multicolored image to use as a texture:
I’m trying to figure out, in relation to any mesh, how to position the center (where the colors converge) of that image at a particular point on the mesh so that I can ultimately rotate (2-D) the texture around that point on the face plan it is applied to (including with possible scaling of the texture). My actual mesh is four pieces (see below), so I’m duplicating the texture to be able to manipulate individually, but I cannot figure out how to put the positioning of the texture on the pieces to have the control that I want since I don’t really understand the relationship of position, size, and rotation between the mesh, the texture, and the image acting as the basis of the texture. So here is the more complex shape: