Indexed Face Sets (meshes)
I am parsing a file in the .iv mesh format. when I look at it, it shows that there are 8,695 points that define the mesh (so, how many triangles is that?). It also shows that there are 39,456 texture coordinates defined (I've noticed that most of them on the end are 0.000000, but even subtracting those, the number is still almost 20,000 off 
I'm really confused by this: I thought that each 3D object coordinate corresponded with a texture coordinate? After reading around for awhile, it appears that Indexed Face Sets may have something to do with it this? I'm really quite lost, sorry
Thanks guys
-wyrmmage

I'm really confused by this: I thought that each 3D object coordinate corresponded with a texture coordinate? After reading around for awhile, it appears that Indexed Face Sets may have something to do with it this? I'm really quite lost, sorry

Thanks guys

-wyrmmage
Worlds at War (Current Project) - http://www.awkward-games.com/forum/
This has been dealt with before. Start near the bottom of this thread, then move on to this thread.
perfect. I'll look around then 
Am I even going about this the right way?
-wyrmmage

Am I even going about this the right way?
-wyrmmage
Worlds at War (Current Project) - http://www.awkward-games.com/forum/
The thing is, you have the lists of vertices and texture coordinates, and then the index list which has an index to the vertices and texture coordinates. This is because there are often duplicate vertices and texture coordinates, which are then eliminated by indexing into an array of unique vertices and texture coordinates. In this case, there are more unique texture coordinates than vertices.
akb825 Wrote:The thing is, you have the lists of vertices and texture coordinates, and then the index list which has an index to the vertices and texture coordinates. This is because there are often duplicate vertices and texture coordinates, which are then eliminated by indexing into an array of unique vertices and texture coordinates. In this case, there are more unique texture coordinates than vertices.
ok, that makes sense. I had a file that had more unique vertices than texture coords, so that rather confused me. The index list is the same for object coords and texture coords, right?
-wyrmmage
Worlds at War (Current Project) - http://www.awkward-games.com/forum/
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| OpenGL and concave meshes | Ashford | 3 | 3,484 |
Nov 21, 2009 10:31 AM Last Post: AnotherJake |
|
| glDrawElements and Face indices | Ashford | 8 | 7,999 |
Nov 11, 2009 03:03 PM Last Post: Ashford |
|
| Simple ray-face intersect optimization | NYGhost | 8 | 4,646 |
Aug 17, 2007 12:01 PM Last Post: NYGhost |
|
| Calculating tangent coords for arbitrary poly meshes | TomorrowPlusX | 8 | 4,767 |
Jul 9, 2007 03:10 PM Last Post: Hog |
|
| Texture mapping meshes | wyrmmage | 9 | 3,776 |
Nov 30, 2006 08:45 PM Last Post: OneSadCookie |
|

