I scaled the distance between spline points way, way down and played around with the texture scale. Is it just bad practice to have uv coords exceed the 0-1 range? I've tried fmod to keep the number wrapped within a reasonable range, but the same still happens.Įdit: After looking at the mesh a little more, I've noticed that the texture starts going off fairly quickly. I had this working in Unity years ago and I wonder what's happening here. This particular track is over 4000m long so the V coordinates for the final verts are around that number. So I am basically treating the curve mesh as a long straight strip in UV space and the V coordinates extend well beyond 0-1 range. the points that go along the middle of the road mesh) and add those together as I go along to set the texture coordinates on the V axis of the texture. I'm basically taking the distance between each of the positions that make up the spline (i.e. Starts out ok, but gets weird when the track wraps around.