On Wed, Oct 24, 2012 at 5:30 PM, Jason Daly <[email protected]> wrote:

>  On 10/24/2012 03:03 AM, Christoph Heindl wrote:
>
Ah, yes.  If you want to end up exporting the mesh, then a real-time shader
> might be a problem.  It's not impossible, as there are formats like COLLADA
> that allow you to embed shaders, but from my experience, run-time systems
> don't often fully support those features.
>

Ok.


>
> If you do need to export to a static format (like fbx), then I don't see a
> way around splitting the mesh.  If your maximum photo count is 64, there's
> no way you can have all of the textures enabled and statically mapped at
> the same time (that would mean you'd need 64 sets of texture coordinates,
> and no graphics card supports that many vertex attributes).
>

> 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, ...).


>
> 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.

Best & thanks for your help,
Christoph
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