Re: [Algorithms] VIPM and UV texturing
Brought to you by:
vexxed72
From: Conor S. <cs...@tp...> - 2000-08-09 15:07:41
|
> > 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) I agree actually :) A point is the geometry, and a vertex is the other associated bits. I was just saying that these meshes are not good candidates for VIPM. > > 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" ? You could probably do that - But it would be more work. I think it would involve making the edge collapse storage more generic. An edge collapse would have to move more than one vertice, and know in each collapsed instance which vertice needs to replace it. This should work - But, it would take more in implementation, and bloat the size a little. It may just be easiest to force edges between non similarly textured primitives to remain uncollapsed. > > 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 ? Thats a fair assumption. Dead on the money in most cases - And even in the cases they are not, they tend to force edges adjacent to two objects to stay uncollapsed. (ie, the joint between a model with a seperate texture for legs/torso). > Cool, saw this, read it, but it didn't address my question :) Well, it was more just a coincidence. :) > > Thanks for the feedback, Anytime :) Conor Stokes |