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As pointed out in this stackoverflow question, .offset and .repeat are properties of a texture, not a material.
Suppose, for example, a user wants to share a spritesheet across multiple materials. Currently that is not possible, since offset is a property of the texture, and can only be set once.
Also, making offset a property of a material would avoid the "uv repeat and offset setting priorities" in WebGLRenderer.
// uv repeat and offset setting priorities
// 1. color map
// 2. specular map
// 3. normal map
// 4. bump map
This code logic forces all the texture offsets/repeats to be the same, anyway.
Should .offset and .repeat be properties of a material instead?