Timeline for UV mapping doesn't work without duplicating vertices, but duplicating will reduce performance, right? Is there another solution?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 9, 2013 at 21:17 | comment | added | Robert Rouhani | Yeah, most machines have more than enough VRAM, and you could always just load lesser detailed meshes on machines without enough memory. | |
| Feb 9, 2013 at 21:16 | comment | added | Patrick Hughes | Creating seams means adding more draw calls, which are hugely expensive. You're over-thinking and solving a problem that doesn't exist. Robert's answer is correct in all cases. | |
| Feb 9, 2013 at 21:15 | vote | accept | Icy Defiance | ||
| Feb 9, 2013 at 21:14 | comment | added | Icy Defiance | I was almost hoping that wasn't the case, so I wouldn't look like an idiot, but that does make sense. And I haven't seen memory be much of a limiting factor since the WinXP days, so I don't see a need to worry about that. | |
| Feb 9, 2013 at 21:02 | history | answered | Robert Rouhani | CC BY-SA 3.0 |