diff --git a/TODO b/TODO index ab6343f..3d3f84a 100644 --- a/TODO +++ b/TODO @@ -3,7 +3,7 @@ portals to other scenes ✓ touch events/interactions ✓ motion with xr without a controller -make texture scaling divide instead of multiply. multiply is more sensible for thinking about +✓ make texture scaling divide instead of multiply. multiply is more sensible for thinking about scaling, but divide makes sense in terms of scaling the *object* the texture is applied to. a 1mx1m texture on a 10mx10m surface is easier to scale if you say "10x10", like "10 repeats x 10 repeats" rather than "0.1x0.1" i.e. "make one repeat a tenth of the size of the surface" diff --git a/scene/10-lobby.pr b/scene/10-lobby.pr index 5e6766e..ac96396 100644 --- a/scene/10-lobby.pr +++ b/scene/10-lobby.pr @@ -4,7 +4,7 @@ + ] >>>> @@ -12,7 +12,7 @@ + 0.75] >>>>> diff --git a/scene/10-other.pr b/scene/10-other.pr index cbdb17e..6240d3c 100644 --- a/scene/10-other.pr +++ b/scene/10-other.pr @@ -3,7 +3,7 @@ + ] >>>> diff --git a/src/shapes.ts b/src/shapes.ts index da618a9..ca4ed1e 100644 --- a/src/shapes.ts +++ b/src/shapes.ts @@ -149,8 +149,8 @@ function buildTexture(name: string, scene: Scene, spec: Shapes.TextureSpec): Cac case "uv": { const scale = v2(spec.scale); const offset = v2(spec.offset); - tex.uScale = 1 / scale.x; - tex.vScale = 1 / scale.y; + tex.uScale = scale.x; + tex.vScale = scale.y; tex.uOffset = offset.x; tex.vOffset = offset.y; break;