Re: [Algorithms] VIPM and UV texturing
Brought to you by:
vexxed72
From: Mark W. <mwa...@to...> - 2000-08-09 08:43:31
|
> 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 cite different vertices because the actual UV coords are different (eg. a vertex is NOT just gemoetry, as in the D3D definition) Doesn't anyone use large meshes that are textured using multiple textures with VIPM, in that you would want the mesh as a whole to reduce, not the similarly textured "pieces" ? What I'm tending to now assume is that most users of VIPM are using it on trivially textured objects ... would this be a fair assumption, or once again have I missed something ? > 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 Cool, saw this, read it, but it didn't address my question :) Thanks for the feedback, Mark |