[Algorithms] 1 texture/face -> 1 texture/object
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From: Ryan E. <ry...@in...> - 2000-07-26 20:06:23
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First a bit of background. For my case an "object" is defined as a = connected polygonal mesh with one base texture projected onto it using = UVs. These objects are scaled in geometric detail in real-time using = progressive mesh techniques. Currently I am also able to generate one = lightmap per -face- on these objects. This is less than desirable for a = couple reasons. If I scale the mesh I get holes where new seams don't = meet up exactly in the mesh and the enormous amount of texture state = changes kills performance. Thus what I'm trying to accomplish is to = generate 1 lightmap per object with it's own set of UVs from the face = lightmaps for best visual quality and performance. My current thinking is to use the XYZ values of each vertex/face and = render/rasterize the lightmap for that face to a new, large texture and = generate a new set of UVs for each vertex. The question is how do I map = XYZ -> UV in the most seamless, space efficient manner? Seems like a = nice linear algebra problem ;) I'm sure this topic must have been covered before, so I'd be most = appreciative for pointing me to any good resources. Thanks in advance, Ryan Earl |