# SetSpriteUV

## Description

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.

## Definition

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

void agk::SetSpriteUV ( UINT iSpriteIndex, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4 )

## Parameters

- iSpriteIndex - The ID of the sprite to modify.
- u1, v1 - The UV coordinates of the top left vertex.
- u2, v2 - The UV coordinates of the bottom left vertex.
- u3, v3 - The UV coordinates of the top right vertex.
- u4, v4 - The UV coordinates of the bottom right vertex.