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Posted 16 May 2012 - 09:32 AM
Posted 16 May 2012 - 02:38 PM
Edited by szecs, 16 May 2012 - 02:44 PM.
Posted 16 May 2012 - 05:38 PM
First option. Asset creation shouldn't be much of a problem, there are many options to split the mesh in an editor (you can for example select faces by smoothing group and detach the selected portion of the mesh). Or the mesh can be split by the loading function in your program, that's a bit complicated to solve, but not that advanced.
Note, that you don't have to duplicate/triplicate/quadruplicate all of the vertices, only the ones that share faces with different smooth IDs (so they don't belong to the same smooth surfaces), so in most cases that doesn't mean too much extra mesh data.
Note 2: it's the same story with different texture coordinates at the same vertex: you have to split the vertex.
The other options are big no-no.