Retrieving UV Layers
The following API functions aer used to retrieve UV layers:
- ILBGetUVLayerFromTarget() returns a handle to the UV layer given a target and a target entity.
- ILBGetUVLayerResolutionFromTarget() returns the resulting resolution for the packed UV layout. Using this resolution
when baking textures for the mesh ensures the padding between the UV charts is large
enough. When creating the UV unwrap target, texelsPerWorldUnit affects how large the
resolution becomes, and how much padding is used between charts.