Miles Bader wrote:
> RafaĹ? 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
>
>   
Depends what You call a "typical representation" :-)
Separated uv and xyz indices are used for example in 3dsMax. 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, but i'm not 
going to propose such a creature in 3dslib...yet ;-)

Greets
Rafał


-------------------------------------------------------------------------
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

Reply via email to