[Blend2cs-user] UV-texturing bug on trapezoids and thingmesh
Frank W. Samuelson
Tue, 16 Sep 2003 23:03:48 -0600 (MDT)
> I just remember the issue. The problem is, that blender is able to have a
> UV coordinate at each edge, while CS only allows 3 UV coords for the whole
> polygon, so I simply fetched the first 3 ones in blend2cs, the more
> correct aproach would be to split the quad into 2 triangles, however that
> results in performance loss in CS. So we need a function to detect such
> cases and only split if neccesary... I'll see if I can find the time for
> this change, but I can't promise anything at the moment.
I think you're right, Matze. Gregor wrote blendconv to
perform this split, and blendconv works fine on this
polygon where blend2cs doesn't. I tried it on the .blend file that Martin
posted to this list. Blendconv splits every 4 sided polygon
and outputs only triangle polygons.