u

v

 LC  Pixel offsets of sprite and model textures in horizontal and vertical direction. They determine the matTexture texture transformation matrix that is used for texture mapping when the pixel offsets are nonzero. By changing these offsets in real time, effects like streaming water can be achieved.

Range:

unlimited (default: 0)

Type:

var

Remarks:

1 0 0 0
0 1 0 0
u v 1 0
0 0 0 1

Example:

action water_current() // assign to a water sprite
{
	while (1) {
		my.v = 5*total_ticks;
		wait (1);
	}
}

See also:

skin, matTexture

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