Strange texcoord [SOLVED]


    Jul 21 2017 | 2:41 pm
    Hi, I'm trying to create lines with a black start and a white end but I have a strange issue with jit.gl.mesh texcoord matrix I think. Can someone help me to understand why the black part and the white part are no equal? Thanks

    • Jul 21 2017 | 9:15 pm
      the issue is your source matrix and how it's points/vertices coordinates with your texture. It's kinda weird how you're creating the mesh in the first place. if your end goal is a 15x2 mesh, why not use that dimension initially, instead of weirdly moving around points along the y-axis.
      does my photo more resemble what you want? it needs to be rotated, and if you want the slanted lines, that can also be added, but all i did was change the [gen] that creates the vertex array to something that made more sense to me.
    • Jul 21 2017 | 9:28 pm
      Thank you Greg, I extracted this patch from a bigger patch where i'm using particles I modified this test patch to better explain what I'm trying to do
    • Jul 23 2017 | 8:01 pm
      I have the same problem with square texture and matrix here's the new test patch I'm working on
    • Jul 26 2017 | 12:06 pm
      Ok solved here's the patch