I want to create some custom object in my scene.My plan is to build a RibbonMesh first,then select some vertices of the RibbonMesh and use BABYLON.Vector3.TransformCoordinates to transform them.
But when I apply material to the transformed RibbonMesh I found a question:the Meshbuilder always automatically use the whole texture,so when the mesh is not absolutely flat there must be some triangles whose texture is distorted,such as:
(the uvScale of texture is 101)
I try to eliminate the warping by adjusting the uv of each vertex,but I find that for the triangles in the mesh share vertices,the uv must be cumulative!So if I change the mesh,I must change the texture image synchronously!Is there a mature way to solve it？
I try another way to solve this question:I create a “myCreateRibbon” function,in this function I create six vertices for each position,so I can set the uv coordinates separately:
The grid become regular,but I add 5 times redundant vertices!
Now I want to know which is the correct way to make the triangles?Can you give me some advice？
The “myCreateRibbon” function can be found at here,and this a sketch Map of the triangles: