You have to duplicate the vertices. i.e. for every vertex that has the same position but a different uv coordinate you need to use a different vertex (for every face).
Greetings, On Dec 12, 2007 8:47 AM, Alex Fuller <[EMAIL PROTECTED]> wrote: > Hello Patrick & all, > > I would also like to know if this is possible too, as I have plans of making > two UV sets for some surfaces (one for tiling textures and one which has > unique face spacing inside 0.0 to 1.0 of the UV space for like prerendered > lightmaps from maya or blender as an example). That gives me an alternative > second case, could I specify how much a texture subdivision I could have in > either U or V without making the UV's go passed 0.0 to 1.0? I'm guessing > this could just be a shader tweak, this would solve my issue without needing > a second set quite nicely :) and might solve your problem Patrick unless you > have a different need which can only be done with diffierent UV sets. > > Thanks all > > -Alex "MistaED" Fuller > > > > On Dec 12, 2007 6:01 PM, Patrick Ye <[EMAIL PROTECTED]> wrote: > > Hi guys, > > > > After reading through the user's manual, it seems to me that you can > > only specify 1 set of uv coordinates for the vertices of a genmesh > > object. However, since uv coordinates are defined per face, this would > > be a problem if a vertex shared by multiple faces actually has > > multiple uv coordinates, and I believe such cases are not rare. It > > also seems that the thingmesh objects can support the multiple uvs per > > vertex pretty well, but the user's manual also says that it's obsolete > > and people should use genmesh instead. > > > > I'm rather confused here. So, is it actually possible to specify uv > > coordinates for the vertices on a face-by-face basis? If so, would it > > be possible for you to provide an example file? > > > > Furthermore, I understand that thing meshes are obsolete, so does this > > mean that it won't be available in the future releases of CS? > > > > Thanks a lot. > > > > Patrick > > > > ------------------------------------------------------------------------- > > SF.Net email is sponsored by: > > Check out the new SourceForge.net Marketplace. > > It's the best place to buy or sell services for > > just about anything Open Source. > > http://sourceforge.net/services/buy/index.php > > _______________________________________________ > > Crystal-main mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/crystal-main > > Unsubscribe: mailto: > [EMAIL PROTECTED] > > > > > ------------------------------------------------------------------------- > SF.Net email is sponsored by: > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > Crystal-main mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: > mailto:[EMAIL PROTECTED] > > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 ------------------------------------------------------------------------- SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
