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triangle, texture coordinates

Started by zqueezy May 27, 2009 at 9:05 AM 0 replies 700+ views
Original Post
zqueezy
zqueezy
hey folks, I've got a quite general questions: 1) How many texture coordinates do you usually assign per vertex? It seams like refinement and subdivision will be the future and usually they are a lot worse to implement when texture coordinates are involved. Because texture coordinates are defined per face per vertex. Is it really common in games that things have multiple texture coordinates or is there only one uv unwrap done for each mesh? 2) When using space partitioning things like BSP, Octree, etc., you usually do it for static geometry. How to you efficiently manage the textures? When an intersection with an octree gives me a list of triangles which are in that cube I will probably need quite some texture management, when let's say even the smallest partitioning gives me multiple objects, which then have multiple textures.
Yann L
Yann L
Quote:
Original post by zqueezy
I've got a quite general questions: 1) How many texture coordinates do you usually assign per vertex?

Depends on what you want to do in the shader.

Quote:

It seams like refinement and subdivision will be the future and usually they are a lot worse to implement when texture coordinates are involved. Because texture coordinates are defined per face per vertex. Is it really common in games that things have multiple texture coordinates or is there only one uv unwrap done for each mesh?

Actually, 'texture coordinates' don't exist anymore on modern 3D hardware. They have abstract vertex data streams that can represent anything you want them to be - colours, texture coordinates, positions, velocities, spherical harmonic coefficients, whatever. A modern 3D engine will use quite a few of those streams, especially when advanced lighting is involved. It is then entirely upon the shaders to actually interpret the stream data.

Quote:

2) When using space partitioning things like BSP, Octree, etc., you usually do it for static geometry. How to you efficiently manage the textures?
When an intersection with an octree gives me a list of triangles which are in that cube I will probably need quite some texture management, when let's say even the smallest partitioning gives me multiple objects, which then have multiple textures.

Uhm, what ? Could you rephrase this ? Texture management has nothing to do with spatial partitioning, except for some very specific cases (terrain clipmap streaming, and similar).

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