> Is it possible for a sinle face to have materials, while all the other
> materials don't?
While all the other _faces_ don't, you mean ?
If you look into player.c, you see that every face might introduce a
material change.
Yeah, that's what I meant. Sorry, I should have reread my e-mail before
sending :-)
For efficient representation in a VBO, you would need to group all the
faces/triangles that have a common material, and upload them at once.
But let's say, you have a model which is a charachter(-> human or whatever),
who consists of multiple textures(8 or so), one for the skin, one for the
head, one for the suit and so on.
Wouldn't it be faster to just create one big texture, and adjust the texture
coordinates to match the right texture? Because OpenGL 2.0 now supports
non-power of 2 textures, so I could make one big texture, with each texture
to the right of the other.
Besides, materials as an OpenGL concept are obsolete by now anyways, so
when you already use VBOs, you might want to switch to shaders, too. That
way, you could provide material parameters as an extra data channel, and
thus upload all parameters at once.
I've read the first couple of chapters of my OpenGL orange
book(unfortuneatly I don't have time to read it any further now :'( ), but I
don't see how this can help me with my material applying(I don't completly
understand the last sentence).
If you then use things like instancing in a smart way, see page 32 of
ftp://download.nvidia.com/developer/presentations/2006/gdc/2006-GDC_OpenGL_NV_exts.pdf
then you might even save yourself from repeatedly re-defining the same
material parameters even if nothing changes.
Looks cool, but it's not explained very well in the presentation(the
functions are giving the idea that it's only for non-changing objects, while
in the begining they say you can change color and matrix transformations).
And I couldn't find any info about these functions on nvidia.developer.com.
But I'Il definitely remember this one, because it looks very usefull for
later.
> Or is it like: 'If one face has materials, the whole mesh has it' ?
> I'm hoping that if one mesh has materials, that all meshes have
materials,
> because that would be the easiest for sending data to the Vertex Buffer
> Objects.
> And any idea how to deal with multiple textures from meshes, in the
vertex
> buffer?
> I thought of making one big texture, with all the textures of a model in
it,
> and then adjust the texture coordinates, to get the right texture. Are
there
> better/easier ways to do it?
> Thanx in advance,
> Hylke
>
>
>
>
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Servus,
Gernot
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