Similar to LINE_STRING, but a filled polygon, instead. It will not have a border (place a LINE_STRING with the same vertices to do that).
I may be able to auto-generate UVs, but I would prefer not doing so, since that doubles the computations that need to be done when updating vertex positions. Although...
auto-generated UVs would select the left-most position for u=0, and the right-most position for u=1. The v would range between the top-most and bottom-most (or the other way around - I don't remember which way v+ points). As long as auto-scaling the texture as the width or height changed was okay, this may not be horrible to implement.
On the other hand, if I need the same level of flexibility as IMAGE (variable UV offset, UV scaling, the many color configurations), it becomes very messy to manage.
It looks like KSP already has a mesh triangulation algorithm, so I won't have to worry about writing that code. Now to find out if it actually works...
Similar to LINE_STRING, but a filled polygon, instead. It will not have a border (place a LINE_STRING with the same vertices to do that).
I may be able to auto-generate UVs, but I would prefer not doing so, since that doubles the computations that need to be done when updating vertex positions. Although...
auto-generated UVs would select the left-most position for u=0, and the right-most position for u=1. The v would range between the top-most and bottom-most (or the other way around - I don't remember which way v+ points). As long as auto-scaling the texture as the width or height changed was okay, this may not be horrible to implement.
On the other hand, if I need the same level of flexibility as IMAGE (variable UV offset, UV scaling, the many color configurations), it becomes very messy to manage.