Re this post I asked why the textures are deformed the way that they are when using default mapping and the reply made no sense. (sorry)
I want the edges of the texture to bend inwards, I need to see the whole texture when a face is tapered, I just don't want that crease in the middle. There is a very simple way to do it with OpenGL and why would you have to break other builds? Make it a third option.
I can't do this with new textures, which I'm amazed is even suggested by a Linden because I'll need to upload 128 new textures for that (assuming this wasn't going to be used as a screen so needs a single texture) so that idea isn't too hot either.
Also, coordinates for textures? The only coords I'd need are offsets and scales, which we already have, except when using planar we can be VERY specific about the repeats per meter, but only up to 0.1 on default. I need more accuracy on that one. No network impact, it just calculates the X and Y scale figures, that's all!
Maybe I wasn't clear in my original post and I hope this makes more sense?
Cheers!