[ODE] Duplicated vertices for trimeshes
Geoff Carlton
gcarlton at iinet.net.au
Tue Feb 22 09:20:53 MST 2005
When I load a model I create a second copy of the vertex data, stripping
off all data except for the position (originally it has normal & uv).
Another reason to do this would be if the model is split by material
into submodels. At this point, it is possible to combine duplicate
verts, eliminate them, and update the index list. However, I haven't
done this, and I don't think I'll need to - I can't imagine the
performance impact would be that great to warrant it.
Geoff
Julien LOLLIVIER wrote:
>On Mon, 21 Feb 2005 01:39:58 +0100
>Arturo Colorado Garín <acolorado at telefonica.net> wrote:
>
>
>
>>Hi:
>>
>>Right now I'm using the same vertex and face lists for building trimesh geoms than for rendering. The problem is that, in order to render a mesh properly, some vertices must be duplicated because they have different U,V texture coordinates. But ODE/OPCODE doesn't need these duplicated vertices at all.
>>
>>
>>
>
>May help you:
>Q: http://q12.org/pipermail/ode/2003-July/009350.html
>A: http://q12.org/pipermail/ode/2003-July/009351.html
>
>Xfennec,
>http://raydium.cqfd-corp.org/
>
>
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