How do I create a second UV map?

Blitz3D Forums/Blitz3D Programming/How do I create a second UV map?

OK,

I've created a grid that's 32x32 for example.

I can map a textures onto each of those squares, create additional surfaces where necessary etc. No problem.

Now I want to map a light map over the whole thing. How do I set an additional UV channel with different UV co-ords to do this?

In code? VertexTexCoords() takes a parameter to tell it you are talking about the second UV set.

Ah Righty!

I'll have a play with that! Haven't looked at that command.

Thanks.

I'm also looking into this area, can anyone tell me in plain english what the second uv coordinater set is for?
How it operates etc.
The manual is a little sparse on this area.

the second UV set works exactly like the first, except that it is used for the second texture. A Brush may have multiple textures. With the "BrushTexture" Command you can use the "Index" Parameter to define the texture layer you want to use with this texture. Usually it is 0 for the ordinary textures and 1 for the lightmap.

See also: CreateBrush, PaintMesh, VertexTexCoords...