On 27 feb 2012, at 18:27, Jonathan Egstad wrote:

UV's are a Vector4 so that 3D texture volumes can be supported. They're not currently but it seemed prudent to not design in a limiting factor to the uv attribute. It also matches OpenGL.

Just set Z to 0, it should be ignored by the current shading system.

fwiw the ordering of the vector is defined in the Vector4.h header file - x,y,z,w.


Ok Jonathan thanks for the explanation! What would we all do without your insights :-)
I wonder what Is the W doing here - normal direction override?..

--
Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
Amsterdam | The Netherlands | tel. +31 20 330 8250
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