Oh, geez. You know it's old when you can reference any vert anywhere. It makes so little sense in the context of GPUs that it makes my head hurt. Good luck with that.
On the upside, it's the kind of problem you can easily write unit tests for, so you can be pretty sure that you've got it right.
Yeah, I'm going to have to copy all the vertices that are shared between multiple textures before our rendering methods can make any sense of the thing. Whee. Fortunately I'm pretty sure our VRML shape objects already contain array compacting routines (which I probably wrote years ago), so I can probably just chuck in sparse arrays of whatever vertices each one actually references and then let it clean itself up. I hope. We'll see.
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On the upside, it's the kind of problem you can easily write unit tests for, so you can be pretty sure that you've got it right.
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