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You need to recalculate the UVs for the shape. You can do that by getting a ref to the mesh geometry, and updating Here I use the min and max of the geometry bounding box to determine the correct UV space. |
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I see how you use a standard plane geometry to use as a portal, but what if I want a custom shape for that scene to be rendered on, ie a panel or a window? How do you get the texture to render without being warped like it is here:
And why doesn't the farm render on the first two portals but the heli does? If you remove the third portal and load the app, then the farm only shows on the second (last) portal. Are portals really independent? Is this because the farm model is a primitive and the heli is a group mesh?
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