Original Post
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.