PHeMoX wrote: "Yikes. I don't think it's very good that we now have to deal with two render paths at all."
When it comes to UV scaling and offsetting, I'm hopeful that won't always be the case. Eventually, the OpenGL render paths should be aligned with the new Vulkan format.
PHeMoX wrote: " Isn't there a way where the same code would result in the proper texturing? Maybe the order of code? I've tried changing the offset before setting the scale, but it doesn't change anything. It almost seems like the particular texture trick won't work in AppGameKit Studio. Maybe I'm missing something here when it comes to your explanation. "
For now, you will need to separate the two, but they should all eventually be aligned with the corrected Vulkan render path. Just keep your code adjustable with value checks so it can quickly change and adapt as needed when/if things changed in future updates.
And lastly, you simply need to change the offsetting -values-, not the order of scaling vs offsetting (that's only how AGKS now handles things internally to explain the difference in behavior). If you change the scaling at all, then you need to change your offsetting to accommodate a 1:1 baseline. It's actually a little easier to manage things that way as well.