Category: Rendering
Hi. So, today I was going to slide around the UV values of a texture I had applied to my mesh, and doing so works normally. However, it seems like the values aren't written back to the vertices for other material slots - using those slots doesn't update the UV values for those vertices.
If you use mesh.getVertex(matid, vertnum) with a material ID other than 0, those vertices won't get their UV values updated more than once, right when the script runs initially. I supplied a test blend file - Press P, and you'll see the front two side textures slide just a little bit right when the BGE starts, but change the matid value in the script to 0, and it will work correctly, sliding the other material's faces constantly.