Flip scale interpretation for textures
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TODO
2
TODO
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@ -3,7 +3,7 @@ portals to other scenes
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✓ touch events/interactions
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✓ motion with xr without a controller
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make texture scaling divide instead of multiply. multiply is more sensible for thinking about
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✓ make texture scaling divide instead of multiply. multiply is more sensible for thinking about
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scaling, but divide makes sense in terms of scaling the *object* the texture is applied to. a
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1mx1m texture on a 10mx10m surface is easier to scale if you say "10x10", like "10 repeats x 10
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repeats" rather than "0.1x0.1" i.e. "make one repeat a tenth of the size of the surface"
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@ -4,7 +4,7 @@
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<sprite "ground"
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<texture ["textures/grass-256x256.jpg"
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<v 0.01 0.01>
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<v 100.0 100.0>
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<v 0.0 0.0>]
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<floor <ground <v 300.0 300.0>>>>>
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@ -12,7 +12,7 @@
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<move <v -6.0 1.0 8.0>
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<scale <v 10.0 0.1 10.0>
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<texture ["textures/oak-herringbone-5e80fb40b00c9-1200.jpg"
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<v 0.1 0.1>
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<v 10.0 10.0>
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<v 0.0 0.0>
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0.75]
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<floor <box>>>>>>
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@ -3,7 +3,7 @@
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<sprite "ground2"
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<texture ["textures/oak-herringbone-5e80fb40b00c9-1200.jpg"
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<v 0.01 0.01>
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<v 100.0 100.0>
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<v 0.0 0.0>]
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<floor <ground <v 300.0 300.0>>>>>
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@ -149,8 +149,8 @@ function buildTexture(name: string, scene: Scene, spec: Shapes.TextureSpec): Cac
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case "uv": {
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const scale = v2(spec.scale);
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const offset = v2(spec.offset);
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tex.uScale = 1 / scale.x;
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tex.vScale = 1 / scale.y;
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tex.uScale = scale.x;
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tex.vScale = scale.y;
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tex.uOffset = offset.x;
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tex.vOffset = offset.y;
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break;
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