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UV Mapping in MDL

01-07-2006, 10:36 AM#1
Jacek
Well I know UV Mapping goes in TVertices, and they are positions of faces vertexes on image u & v. But I think faces can't share vertex because then uv mapping would be impossible... so they are cloned then? or don't?
Could someone please clarify?
01-07-2006, 10:56 AM#2
Rao Dao Zao
UV mapping is the position of the *vertices* on a 2d plane instead of 3d space. It's a completely different coordinate set; essentially, every vertex has five coordinate values. The U and V coords are the only values used in UV mapping; the X, Y and Z are using for the vertex's actual position in 3D space.
01-07-2006, 11:06 AM#3
Jacek
yes i knew that, but 1 pair of UV per vertex, and vertex is used by two faces, and how do you guess which one face uses that vertex coords... I seen that many times in other games vertex must be cloned...
01-07-2006, 11:27 AM#4
Rao Dao Zao
The faces are connected on the UV plane in the same way they're connected in 3D space.
01-07-2006, 12:35 PM#5
Jacek
So you can't have 2 faces using parts of textures far from themselves?
01-07-2006, 02:57 PM#6
Nasrudin
Not if the vertices are welded.
01-07-2006, 03:28 PM#7
Jacek
Quote:
Originally Posted by Nasrudin
Not if the vertices are welded.
welded? ;/
01-07-2006, 03:39 PM#8
Rao Dao Zao
... Take a step back, try to make some models and get some hands-on experience before you try to understand *how* it does it.
01-07-2006, 03:42 PM#9
Nasrudin
Two or more vertices can be "fused" into one. And of course one vertex can't be in more of one place in the uvmap.