On Dec 12, 2007 6:59 PM, Jorrit Tyberghein <[EMAIL PROTECTED]> wrote: > 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).
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? 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. 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. 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. 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]
