I'm confused about something that Skyler York said in reference to calculating offsets.
He said, "Now, to get the correct offset values, take the lower-left bound of the box (values will be in texture-space still), and invert them to get your offets. So if the coordinate for this point is (3,4), then your U offset will be -3, and your V offset will be -4." What does he mean the values will be in texture-space? Is the UV offset calculated only if the user wishes to shift the texture? Or is it also done to match the texture to where the face is in object space? If it's calculated to match where the face is in object space, how do you calculate it? Supposing they want it to start in a corner of the face. I'm putting the lower left corner of the face and it's not working. Thanks _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

