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"
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to