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UV Mapping Help

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Hi Guys, I'm currently creating walls in a 3d game - my question is is how do I generate the uvs for each vertex along the x-z axis to ensure the texture's wrap nicely? Each of my textures has a world width and world height associated with it (the height value i'm mapping to the y axis). So i'm presuming I need to factor this in as well as the x/z values of the 3d positions(the y values are not a problem obviously). Any help woruld be really appreciated, Kind Regards, Chris Evans

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I came half through a while ago... it didnt tile perfect yet but brick walls still seemed brick walls lol...
What i did was something like this ( dont have the code here ): for each U of the UV coordinates I took the X and Z coordinate of the vertex, and divided it by two. This looked ok, if not extremely exact placed on the x or z axis...

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