Can we sticky this or add it toa PC wiki or something? One question: [ QUOTE ] edit: lesson learned is: Keep your UVmaps as continuous as possible. If you're mapping a box, all six sides should be connected. Also keep in mind that if you bevel instead of using smoothing groups, it will still increase your vert count if…
[ QUOTE ] Can we sticky this or add it toa PC wiki or something? One question: [ QUOTE ] edit: lesson learned is: Keep your UVmaps as continuous as possible. If you're mapping a box, all six sides should be connected. Also keep in mind that if you bevel instead of using smoothing groups, it will still increase your vert…
eric hosts that gamedesign paper, too. I am sure we are just minutes or hours away he posts the links again you get a fixed set of vertex attributes. Think positon,color,normal + some extras like UV channels, tangent stuff. Simply due to pipelining each vertex has no knowledge about the triangle he is part of nor other…