So I am brand new to this whole open-source thing but I want to help out and something I am interested in doing is starting work on a light mapping and light baking system for bevy. But documentation for the repository is minimal right now and so I figured be best to ask how to get started here. The question is in the title, how does bevy handle uv's and what structs are they stored in and how do I access them. But beond that I am wondering where the best place is to learn about the engine so I can help develop it. I gather this is the place but maybe there are some other recourses I missed? I am gonna have a lot questions going forward so I need to know where the right place to get answers is
#How does bevy handle UV's?
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UV’s are not stored in a struct, they are just usually represented by a simple ‘Vec<[f32; 2]>’. They are considered a “Mesh Attribute”. Take a look at the documentation for ‘Mesh’ for example, and there are examples such as 3d/generate_custom_mesh that demonstrate how to work with them. And other mesh attributes.
You can certainly ask questions here, or see the Bevy official documentation, (docs.rs), or the Bevy examples in the GitHub repository -> examples folder.
Is there a way of getting the uv coordinate of a mesh point?