r15
(32.440 KB)
- Using new object
UV
instead ofVector2
where it should be used - Added
Mesh.flipSided
boolean (false by default) CanvasRenderer
was handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offset
added- Fixed gap when rendering
Face4
withMeshBitmapUVMappingMaterial