Hi, I’m posting this here because I’ve been struggling with this for a couple of days already and can’t really find the reason why this is happening. Most probably is a silly thing but I’m not able to find it.
I’ve got a procedurally generated terrain mesh, which I “color” with the following splatmap:
So yeah, you start from top to bottom when generating your points, which is correct and straightforward bug the texture is mapped from bottom to top.
Not sure why it flips on X and not on U, most likely it’s something on the Uranus splatmap script I can’t remember now.
I think you have an easy solution here, since you have an active canvas context open, at the end just flip the image on the axis in question. That way it will sit on the terrain as expected.
Got it, there were two issues here actually, one with the way I was positioning the mesh-tiles (each of those tiles is actually a different - also tiled - mesh entity on PlayCanvas), I was flipping the X axis when positioning those mesh-tiles in my world. And the second was with the rendering of the splatmap within each of the mesh-tiles, which was also flipped on the X axis - probably because of the way the Uranus script processes the image - so I just had to flip the image using the following code (in case it helps to someone else):