For 5 years now, I´m working on a 3DModeling-like software. One of it´s most important tasks is generating texture atlases for meshes.
I´ve been working for a long time with the UVAtlas API in the DirectX SDK. Despite the short documentation on the issue, I´ve finally fixed or workarounded almost all the problems I found, but there´s a couple of issues where I cannot continue without a hand from the DirectX Team.
Recently, I´ve found a mesh where the D3DXUVAtlasCreate returned a typical RemapArray: all equal pais of vertex indices (0-0, 1-1, 2-2....) until where the splitted vertices start: 120-4, 121-7, 122-5, etc. Til there, everything fine. What is driving me nuts is that, for that mesh, vertices appear to be re-sorted so the vertex remapping array returned is invalid.
I´ve seen that this happens in meshes with more that one attribute. Is there any incompatibility between D3DXUVAtlasCreate and meshes with several attributes?
Any help would be greatly appreciated.
Note: I know a full mesh is returned, so someone could tell me just to use the new mesh. For several reasons, I need to keep the relation between the original and newer vertices.
Cheers!