<div dir="ltr">by mesh topology changes here I don't mean point/poly count, I mean just shapes (so normals changes)</div><div class="gmail_extra"><br><div class="gmail_quote">On Sat, Jun 11, 2016 at 12:10 PM, Mohamed Sakr <span dir="ltr"><<a href="mailto:3dsakr@gmail.com" target="_blank">3dsakr@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">hmm, good point :)<br>my only concern here is: when you do a motion blur, and the mesh topology changes, what if point count changed? "due to normals split"., how you gonna export the motion blur data? (the ugly way via tracking main frame mesh points using a map, but not optimal).</div><div class="HOEnZb"><div class="h5"><div class="gmail_extra"><br><div class="gmail_quote">On Sat, Jun 11, 2016 at 11:05 AM, Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">It depends on the specific mesh which is more memory efficient. I<br>
expect that in the typical case only a small number of vertices needs<br>
to be split, and the extra memory ends up being smaller than the extra<br>
memory required for storing all normals per corner. Game engines do<br>
such splitting too, but for all attributes including UVs, that would<br>
likely reduce memory usage further.<br>
<div><div><br>
On Sat, Jun 11, 2016 at 4:12 AM, Mohamed Sakr <<a href="mailto:3dsakr@gmail.com" target="_blank">3dsakr@gmail.com</a>> wrote:<br>
> Hi,<br>
><br>
> I'm wondering why Mesh point normals attribute "aka ATTR_STD_VERTEX_NORMAL"<br>
> is per vertex not per corner, why not making it a corner and avoid the point<br>
> splitting? wouldn't this make mesh more consistent and using less memory??<br>
> please advise.<br>
><br>
> cheers,<br>
> Mohamed Sakr<br>
><br>
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