Myjestic Posted October 27, 2017 Share Posted October 27, 2017 Now it's getting complicated, at least for me I have programmatically created a maze out of cubes and putted seamless textures on it. To improve performance of my game, I mergeD all single cube meshes to one. This mesh has 18k vertices and I want to reduce them drastically. My attempt was to export my mesh to an OBJ File and import it with Meshlab. I tried with "remove duplicate vertices" which decreases the numer of vertices to 3k. The Problem is, if I export it and then import it to my babylon scene, the textures looking like this: I think the problem is, that at the position where the cubes touch, the vertices are duplicate, and after "optimizing" them, they are gone and I have a stretched cube. The texture is now stretched to the "long" cube. How can I reduce the vertices / faces without getting this effect? And is there an easier way to do it? Quote Link to comment Share on other sites More sharing options...
brianzinn Posted October 27, 2017 Share Posted October 27, 2017 Can you do it with tiling (uScale/vScale)? https://doc.babylonjs.com/features/materials PG: http://www.babylonjs-playground.com/#20OAV9#25 Quote Link to comment Share on other sites More sharing options...
Myjestic Posted November 1, 2017 Author Share Posted November 1, 2017 I've forgot to do UV-Unwrapping. With optimizing the vertices (former 14k) I got 3k. After UV-Unwrap I got 8k. With this 8k mesh, texturing works as it schould. I will try texture tiling with the 3k mesh and let you know GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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