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Nathan Kopp <Nat### [at] kopp com> wrote:
: This is true. That's something I didn't think of. For now, you can mix
: them by using the same normal index for each corner of any triangles that
: should be flat. Unfortunately, that doesn't do much for decreasing file
: size. :-( Any suggestions?
Perhaps separated blocks for triangles and smooth triangles? Something
like:
mesh2
{ vertex_vectors { ... }
normal_vectors { ... }
uv_vectors { ... }
texture_list { ... }
triangle_indices { ... }
triangle_uv_indices { ... }
smooth_triangle_indices { ... }
normal_indices { ... }
smooth_triangle_uv_indices { ... }
}
: Anyway, if you show me some numbers of how it would save tons of space to
: put normals and vertices together, I'll look at it more closely.
Perhaps you are right.
Anyways you can use the mesh compressor to see how many normals really can
be put in the vertex vectors group.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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