Rafał Kamraj <[EMAIL PROTECTED]> writes:
> Depends what You call a "typical representation" :-)

Well... I mean where basically a triangle/face is represented by 3
integer coordinates, and those are used to look up the vertex positions
or uv values.  [The whole "smoothing bits" deal in 3ds is already kind
of awkward to deal with using this sort of format.]

My impression is that one doesn't really want to expand the size of the
basic face too much because of memory concerns, and it seems kind of
annoying to have to handle multiple face formats.

[For lib3ds internal use I guess it doesn't matter much, as it already
uses absurdly huge structures for faces, but I'm thinking about
preserving easy translation into more memory-efficient internal
formats in the renderer.]

> Additionaly MAX uses "mapping channels" that is one or more vectors of
> uv coordinates, so for example mesh may have 2 different sets of uv
> coordinates for different rendering passes or textures

That actually seems less problematic because additional "channels" can
easily be added as separate optional value arrays, as long as they're
indexed by the same indices.

-miles

-- 
I'd rather be consing.


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