Re: [Algorithms] VIPM and UV texturing
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From: Sebastian T. <s....@gm...> - 2000-08-09 09:03:06
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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 ? I think of edge collapses as edges that shrink into one point. > > 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 ... You don't interpolate anything. Your vertex data keeps the same for any of the meshes. The only thing you change is the index list. Sebastian |