On 10/25/2012 12:17 PM, Christoph Heindl wrote:
I think you'd need to do an initial pass to see which photos cover
which vertices, then divide up the mesh accordingly. Only one
(maybe two or three) textures will need to be active for each
patch, which means you'd only need at most three sets of texture
coordinates for each vertes. This should be exportable to one of
several modern formats. Yes, you'll have some duplication of
vertices along the boundaries, but this isn't really a huge
problem. The vertex processing most likely isn't going to be your
bottleneck here.
I agree, but I think for further mesh processing duplicate vertices
could be problem (decimation, ...).
That's possible. If you're relying on a single mesh for your decimation
process, then it could very well present difficulties. The decision
will probably have to be based on what combination of techniques
presents the fewest difficulties :-)
Maybe someone smarter than me can come up with a solution that
doesn't require splitting the mesh, but I don't see one...
Just one more thought. In my research I found that most modelling
software support UV unwrapping (not sure if it is the right term).
What I mean is that the user marks a seam on the mesh and the mesh is
then unfolded along that seem into individual patches that can be
mapped to the UV space. Do you know how such seams are handled by the
rendering engine? It seems naturally to me that at seems one need to
split the mesh and duplicate vertices.
I'm not a modeler, but I think I've seen the tool you're referring to.
It's typically used to allow a digital artist to design a texture atlas
for the specific mesh. The tool creates a "blank" texture atlas with
all of the texture coordinates mapped appropriately, and then the artist
simply paints the desired imagery onto that "blank" atlas. In your
case, you've already got imagery that you're trying to map onto a mesh,
so you'd have to warp your photos to fit the texture atlas. Plus, you
indicated you'd be needing to blend between textures at the photo
borders. With this in mind, I don't know if that tool will be more
likely to help or hinder you, to be honest.
--"J"
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