posted 09-30- 09:22 PM
Yes, texture ID and mapping is set at the polygon level. Optomizing verts is fine in all cases but one:Let's say you want to create a horizontal stabalizer that has no thickness - like any of my WWI planes. But you do want to texture each side with a different area of the texture map - because you want a different top and bottom texture. You can not use a 2-sided poly here becuase there would be one map, the texture would look identical from both sides.
So I create two polygons that have verts located at the same exact locations, but the normals are flipped. I can now texture map each side correctly. BUT, if I made the mistake of "optimizing verts" then I would lose one side! This is because the process of optimizing finds verts at identical locations and replaces them with one shared vert - not what I want in this case.
This is the one time that you can not optiize, but I do make sure that each half of the stabalizer is optimized... then the two halfs are mergred but NOT optimized...
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-Sv =FC=
WWI in SDOE!