Rafał Kamraj <[EMAIL PROTECTED]> writes: > If so i like to add my 2 cents: consider adding of indices with mapping > coordinates separated from points indices, like this: > int points[3]; > int uvs[3]; > This will allow correct calculation of lighting with smoothing groups.
Isn't that incompatible with typical mesh representations though? -miles -- "Though they may have different meanings, the cries of 'Yeeeee-haw!' and 'Allahu akbar!' are, in spirit, not actually all that different." ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ lib3ds-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/lib3ds-devel
