Re: [Algorithms] VIPM and UV texturing
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From: Pierre T. <p.t...@wa...> - 2000-08-09 09:55:38
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> 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 ? There are two obvious ways: 1) don't collapse edges along texture seams. (or even along "smoothing groups seams"). This is the easiest solution, and it only implies a minimal number of vertices for the minimal LOD - after which you can't collapse anything anymore. 2) when you collapse a texture-seam edge, collapse the other edge as well. By "other edge" I mean, of course, the counterpart edge in the opposite triangle using another texture. I don't know what is the "official" method, I don't play in the gamedev field anymore. But I did both of them, and 1) is often well enough. 2) can be very tedious to implement, it all depends on your data structures, architecture, and how you deal with meshes made of multiple textures & smoothing groups in the first place. Pierre |