For curves that share a common edge, could the engine use edge's vertices for each curve tessellation ?
for example, first tessellate the common edge and make use of the produced vertices for both curves, so that there is no "cracks" on low-res tessellation.
would it be feasible ? (i feel it to be a lot of work, if you rely on an external curve library :/)
for those of you who are using low-res 3DS exported meshes, (how) do you correct cracks in 3DS ?
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