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Dec 28, 2019 at 14:12 comment added Ashkan Kh. Nazary @red_always_mafia of particular interest to you: community.khronos.org/t/…
Oct 24, 2016 at 23:27 comment added DMGregory I think there may be a misunderstanding here of what kind of UV data is being used. Multiple UVs for a single vertex position commonly occurs along texturing seams — even an object with no hard edges like a sphere will necessarily have a seam in its UVs somewhere (as long as the mapping has no inversion), where faces that are contiguous in 3D space are not contiguous in UV space. The presence of multiple UV coordinates for one vertex position is not unusual, and is usually handled by splitting it into two coincident vertices which, as Sean Middleditch notes, should still animate identically
Oct 24, 2016 at 21:07 comment added Sean Middleditch @red_always_mafia: the good use of what you describe is for hard edges, as I described (e.g., different normals and other data). I'm using the term hard edges intentionally (if these faces aren't forming hard edges, your artists are probably doing something weird). The other exception is certain special effects, particularly animated texture techniques. The duplicated verts should absolutely still work with skinning and require no special skinning technique; you just have a skinning bug and need to fix it.
Oct 24, 2016 at 21:01 comment added JonBee @red_always_mafia In all honesty, that's not a sanitary way of creating 3D assets, you may want to see if the assets could be fixed.
Oct 24, 2016 at 20:02 comment added red_always_mafia That makes sense for multiple textures, But I have multiple uvs per vertex to index into the same texture. I would want the ability to change which uv i'm using based on which face the vert is currently being considered to be a part of. Ie. Vert uses uv1 when the pixel shader considers it part of one face, but that same vert could use uv2 when the pixel shader is considering it part of a different face
Oct 24, 2016 at 19:55 history answered Sean Middleditch CC BY-SA 3.0