Comments (1)
Rasterize each triangle in UV space. Rasterization must be conservative. At each texel centroid, use the barycentric coordinates to interpolate vertex colors. That gives you a UV coordinate for the texture, and a color to assign to it. Every lightmap generator does this, but for worldspace position and normals, not color - the same concept applies. You can do it in software or hardware.
Example: Lightmapper - also used in the viewer here
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Related Issues (20)
- enhancement packing charts HOT 2
- Merging charts is too slow
- xatlas cause memory leak
- Two questions
- faceVertexCount pb
- Consider restoring texture repack example?
- Question about checking for zero-area-faces?
- Getting Face Materials from Packed Mesh
- co_await support
- Question: mesh transforms
- webassembly build for in browser usage? HOT 1
- How to use this library for regenerating Diffuse UV maps in Unreal Engine? HOT 3
- Packing UV meshes results are invalid HOT 2
- How can chart in internal::pack::Chart be rotated? HOT 2
- Vertices are moved to zero HOT 9
- Off-by-one error in nlCRSMatrixNewFromSparseMatrix
- How to allow xatlas to split charts into smaller chunks for minimizing output atlas size HOT 5
- set the size of faces HOT 1
- Keep original UVs? HOT 1
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