Quoting Patrick Ye <[EMAIL PROTECTED]>:
>
> Oh, I thought about that and decided it wasn't the nicest thing to do.
> It seems that the thingmesh objects can perfectly support uv-per-face,
> so would it be possible to keep it?
No. Upon rendering you/we need to have UVs per vertex (thats how the  
graphic cards works) so the most efficient way is to have it per  
vertex already in the mesh (thingmesh does this split-up internally).

> By the way, I'm creating all my models with Blender which supports
> uv-per-face, and different images for different faces. It seems that
> the best match of CS is the thingmesh which also allows you to specify
> different images for different faces.
Its better to combine your textures into one (fewer textures == more  
efficient) or at least as few as possible. Then the exporter (b2cs)  
will split up the genmesh into "submeshes", one per material used.

>
> Furthermore, if we have to duplicate the vertices shared with multiple
> faces, wouldn't this create a problem with the calculation of the
> vertex normals? What this duplication does is separating the faces of
> the same mesh from each other, assuming that the vertex normal is
> calculated by averaging the normals of the sharing faces, the
> duplication would result in all the vertex normals being the same as
> their face normals if you use the <autonormal> tag in the genmesh
> file. Of course this would be a moot point if CS doesn't do vertex
> shading, or we pre-calculate the normals at each vertex and specify it
> in the genmesh files.
Well, the normal computer can "recombine" vertices in the same  
position before computing normals. That said, its always (imo) better  
to set the normals in blender and then export them as that way you get  
explicit control over where you have hard and where you have soft  
edges etc.

> I heard that there is a collaborative project called Apricot between
> Blender and CS, so I'm a bit curious to know how the Blender meshes
> are going to be exported into CS genmeshes.
Just as they are now.

-M

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