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"Chris Huff" wrote:
> #macro UVTri(PointA, PointB, PointC, UVA, UVB, UVC, Texture)
> #local Tex = texture {Texture ...put your UV mapping transformations
> here...}
> triangle {PointA, PointB, PointC texture {Tex}}
> #end
That's basically what I'm doing.
> You said the problem was that you couldn't use an ordinary mesh
> ...not that the number of textures used up too much memory.
I mentioned two solutions, A) and B). Only A) was about not using the mesh
block.
B) was about the number of textures, although I didn't directly say that the
memory was the problem.
> If you simply can't handle that number of textures, then
> the only solution is to wait for the UV mapping to be
> fixed to allow 3D vectors
How much memory do textures consume (not a very simple texture, but an
average complicated one)? Would it be a lot if say 3000 unique textures were
needed? (3000 triangles in a mesh is not even very much, is it?)
> or do figure out a way to do something similar with 2D vectors.
I don't think that's possible.
Rune
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