08-12-2013, 05:32 PM
Quote:That's on my roadmap allready. I've planned to support sharp edges in the meshbuilder in a way the that mesh renders without overlapping segments. Need to do some research on this topic, but I'm pretty sure some kind of postprocessing/welding is involved. As a side effect it should be fairly easy to weld the first/last segment's vertices.
I'm pretty sure that sharp edges are created by having 2 vertices occupy the same space. I think the sharpness effect comes from how the vertex normals affect the shading. When you import a model and calculate the normals with a smoothing angle of 0 (which gives it this old school sharp polygonal look) you'll notice that the vertex count of your model jumps um considerably. So I'm not sure how to express that in a mesh builder function but you basically don't wanna share a vertex with the next face when you want a hard edge without normal maps. Sorry if I just explained something you already understood well I'm not sure what part you're unsure about. Or is your problem the way that you can't really easily mark a sharp edge in a flat mesh? There my only hacky unelegant idea would be marking sharp edges with vertex colors.
But glad to hear that you're considering it! Curvy seems to be really worth the money.