I have been messing about with a map viewer (potential editor) and have run into a problem that my tiny brain can't understand. When reading the UV's for each vertex from the distant POI mesh files, 99% of them are (1, 1). So does Unity do some trickery when rebuilding the GameObjects or am I missing something?
I can read the vertext/nidex data fine and render the mesh. I am also able to get the block ids and grab the info from the 'ta_opaque.xml' file, I have the block textures extracted and rebuilt into an OpenGL texture array, I just don't understand the UV's.
Here's a screenshot of the main map viewer...

Here's a screenshot of the POI renderer (which is currently just using the uv color)

Anyone have any ideas?
I can read the vertext/nidex data fine and render the mesh. I am also able to get the block ids and grab the info from the 'ta_opaque.xml' file, I have the block textures extracted and rebuilt into an OpenGL texture array, I just don't understand the UV's.
Here's a screenshot of the main map viewer...

Here's a screenshot of the POI renderer (which is currently just using the uv color)

Anyone have any ideas?