Re: [Algorithms] VIPM and UV texturing
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From: Conor S. <cs...@tp...> - 2000-08-09 02:53:28
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> But if I have the scenario where one triangle is mapped with UVs : u1,v1, > u2,v2, u3,v3 > and an adjacent triangle mapped with u6,v6, u7,v7, u8,v8; the adjacency is > along the edge > of (u1,v1 & u6,v6) - (u3,v3 & u8,v8), where u1,v1 and u6,v6 actual vertices > are coincident, as is the case with u3,v3 and u8,v8. > > What happens when I drop out the edge ? > > Wouldn't the texture coords will be interpolated from u2,v2 to u7,v7 which > may be totally screwed ? I must be missing some fundamental stuff here ... > Well, I think the thing you missed is that VIPM is mainly aimed towards meshes that are more like skinned meshes (ie, all points only have a single vertex associated with them - Hence each set of adjacent triangles must be specifiable as a strip). I like to call these sort of meshes, highly connected meshes (HCM), for the simple purpose that with appearance to the renderer, they share vertices, and are therefore connected. I've moved towards using HCM to describe more things in my engine worlds now (although, I need to get some art together to show off the benefit - Its not going to work as well with the incredibly simple cubes etc I turn out by hand). This should provide higher performance on complex worlds (due to more vertex coherancy) and allow more LoD. Also, new today, I actually finally updated my column, on VIPM of all things :) http://www.flipcode.com/dp/issue04.shtml Conor Stokes |