[Imstk-developers] Multiple UV channels, multiple Materials?
Milef, Nicholas Boris
milefn at rpi.edu
Wed Apr 5 17:26:01 EDT 2017
As I'm building the Material class, I'm running into a design issue with materials. A material is a container of textures (with other properties). Right now each surface mesh has a map of textures to texture coordinates, but I'm not sure this is necessary for our use cases. What would be potential use cases with assigning different materials to multiple UVs?
The reason for is that if you totally fill up a material class with textures, then you can pass texture binding limits with as little as two materials:
http://gamedev.stackexchange.com/a/30101
On the other hand, if we allow users to define the texture coordinate names, then we run into the issue of Materials that can't be shared between objects, which sort of defeats the ease of use/portability of a Material. What do you all think?
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