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Merge Entities #402621
06/07/12 18:19
06/07/12 18:19
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
Senior Expert
Pappenheimer  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
This is somehow a request for hints based on your knowledge of the engine's kernel,
and somehow a request for a new snippet:

The following thread documents the efforts to merge several entities,
with some demos and scripts included.

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=400632&page=all

The merging of entities can serve the optimizing of a level for framerate,
or it can offer an easy way to combine models without the use of MED.


#1 Do you see in the given examples any major mistakes like memory leaks, or is the use of ent_setmesh inappropriate from the view of its internal algorithm?

#2 How can we set the uv vertices to a different skin than the first one?
Is there a chance to get a simple function for this?

#3 Can we get a function to set the second uv-set, as well?


Thank you for your attention! laugh

Re: Merge Entities [Re: Pappenheimer] #402650
06/08/12 13:14
06/08/12 13:14
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I have not followed the thread in detail, but ent_getmesh and ent_setmesh is the correct way to merge models by combining two meshes. I do not understand your questions about setting the second UV coordinates, though - what prevents you from just setting them? The d3dvertex struct is defined in atypes.h.

Re: Merge Entities [Re: jcl] #402654
06/08/12 15:04
06/08/12 15:04
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
Senior Expert
Pappenheimer  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Sorry, about the question aout the second uv coordinates.
What I still don't know is this

#2 How can we set the uv vertices to a different skin than the first one?


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