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"Chris Huff" wrote:
> "Rune" wrote:
>
> > I originally did "UV-mapping" using matrixes to transform
> > textures for the individual triangles in a regular mesh,
> > but this required me to remove the mesh{} block around the
> > triangles, which of course was a great disadvantage, as
> > the triangles were then not optimised anymore.
>
> I don't understand what you mean...as far as I know, there
> are no problems using per-triangle textures in meshes.
In a mesh the textures cannot be translated differently for the different
triangles. So to do UV mapping I have to either
A) Remove the mesh{} block around the triangles.
B) Predeclare a unique texture for every single triangle.
Neither of those are attractive solutions.
Rune
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