Thanks for share the fragment of code.
If you move the mesh outside the map image it will like be "moved" inside from the other side:
![[Image: th_sphere-map-tile_zpsbxh8hrl6.png]](http://i1330.photobucket.com/albums/w578/Micheus/Wings3D%20-%20Forum%20II/th_sphere-map-tile_zpsbxh8hrl6.png)
![[Image: th_sphere-map-tile-2_zpsqjfffmmq.png]](http://i1330.photobucket.com/albums/w578/Micheus/Wings3D%20-%20Forum%20II/th_sphere-map-tile-2_zpsqjfffmmq.png)
Maybe you could use that to avoid to make that cut from top to bottom, it could be "imaginary".
Just now I noticed the Y in 3D space was not matching with the Y in UV space. (it's upside down)
(12-29-2015, 05:44 AM)ggaliens Wrote: Here is anther interesting UV mapping consideration ... I might need to look into ... not sure how Wings3D sets or handles UVs over-runs.That use to be applied to make "tillable" textures.
http://gamedev.stackexchange.com/questio...-less-than
If you move the mesh outside the map image it will like be "moved" inside from the other side:
![[Image: th_sphere-map-tile_zpsbxh8hrl6.png]](http://i1330.photobucket.com/albums/w578/Micheus/Wings3D%20-%20Forum%20II/th_sphere-map-tile_zpsbxh8hrl6.png)
![[Image: th_sphere-map-tile-2_zpsqjfffmmq.png]](http://i1330.photobucket.com/albums/w578/Micheus/Wings3D%20-%20Forum%20II/th_sphere-map-tile-2_zpsqjfffmmq.png)
Maybe you could use that to avoid to make that cut from top to bottom, it could be "imaginary".
Just now I noticed the Y in 3D space was not matching with the Y in UV space. (it's upside down)
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