The textures applied to a sphere get mirror flipped

Here is an example: Babylon.js Playground

When I apply a normal rectangular texture to a sphere, it get mirror flipped.

I need to set frontUVs: new BABYLON.Vector4(1, 1, 0, 0) as line 20 in the playground to make it right.

I’m wondering what caused this issue. Is this a bug? Big thanks.

This is how the UV have been layout by default and it would be a breaking change to fix it now :slight_smile:

In your case it is simple enough to not flip the texture I guess

1 Like

Thank you for responding.

The texture is not y-flipped, but mirror-flipped. So invertY only is not enough, you should also make it left-right flip. That why I said it’s wired. You must set the frontUVs.

I know that it’s because the uv unwrapping makes it work like this. What I want to know is whether you set UV coordinate like this deliberately. Thank you.

The backwards compatibility is such a big thing, huge legacy :stuck_out_tongue_winking_eye:

As this would go back in history a lot, let me summon @Deltakosh the babylon.js daddy

1 Like

It came from initial implementation which was aligned with my old Nova exporter for max :slight_smile: And it was using Max way of doing thing at that time

1 Like

Thank you so much for your reply. I got it. :heartpulse:

Do you think there need an option to make the texture be unwrapped in a right direction, like the wrap option in MeshBuilder.CreateBox @Deltakosh

I do not think so as we can already pass the UVs in. There are too many ways to layout.

1 Like

Hi, may I ask more about the ways to layout? As I only figured out one way, which is using the frontUVs. :heartpulse: :heartpulse:

1 Like

I have seen some trying to see the sphere as a blown up cube so with faces for instance or only 4 repeats quarter like for instance.

:rofl: :rofl: :rofl: Sorry I didn’t get it, lol. Still might be a little hard for me.

wrap is such an appropriate and useful option for freshman like me, in this condition. :stuck_out_tongue_closed_eyes: :stuck_out_tongue_closed_eyes: