On Dec 12, 2007 7:44 PM, Marten Svanfeldt (dev) <[EMAIL PROTECTED]> wrote:
> 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). Ok, I see. > Just as they are now. Oh, I finally figured out how to use b2cs, I guess my problem is solved then. :) 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]
