Posted: Sat Oct 15, 2005 1:26 am
So I wrote the texture cleanup code and exported it to OBJ. Here's what it looks like in Blender:
The thing I'm most concerned with at the moment is that I don't actually think that all the triangles that should be combined in the texture space are getting combined. So things that should end up as larger complex polygons are actually completely seperate triangles. This doesn't use texture space as efficiently, and is more prone to problems with visible seams. I'm not sure why it's not working better.
And my lighting calculation is still really dumb and simple (you can see -- no shadows).
BUT, you can see that everything is working more or less correctly.
My next steps are to figure out why the poly-combining isn't working better, and probably just to do a rewrite and clean everything up a bit (the code is very messy at the moment!)...
The thing I'm most concerned with at the moment is that I don't actually think that all the triangles that should be combined in the texture space are getting combined. So things that should end up as larger complex polygons are actually completely seperate triangles. This doesn't use texture space as efficiently, and is more prone to problems with visible seams. I'm not sure why it's not working better.
And my lighting calculation is still really dumb and simple (you can see -- no shadows).
BUT, you can see that everything is working more or less correctly.
My next steps are to figure out why the poly-combining isn't working better, and probably just to do a rewrite and clean everything up a bit (the code is very messy at the moment!)...