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UV Atlas Generation. Getting a wrong vertex remapping array.

Last post 08-19-2008 6:28 PM by John Rapp. 1 replies.
  • 08-11-2008 11:16 PM

    UV Atlas Generation. Getting a wrong vertex remapping array.

    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!

  • 08-19-2008 6:28 PM In reply to

    Re: UV Atlas Generation. Getting a wrong vertex remapping array.

    I'm not sure if I understand the problem, exactly. Is the issue that 4, 7, and 5 in the remap array are the wrong indices in the original mesh? It seems hard to believe, given that the remaps for those vertices are all the identity remap, unless that remap is actually incorrect (which you don't seem to be complaining about).
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