This command overrides the normal UV calculations of the sprites and allows you to set them directly for each vertex. Note that animation using sprite sheets or atlas textures will not function when using this command, and the UV offset and zoom functions will have no effect. You have complete control over the UV coordinates. To undo this use ResetSpriteUV to return to calculated UV coordinates.


SetSpriteUV ( iSpriteIndex, u1, v1, u2, v2, u3, v3, u4, v4 )