I’m procedurally generating meshes for my game and I have a few questions.
Say I have a cylinder with a top, bottom, and sides. I need to assign different UV values to the vertices shared by the top and sides. Does splitting up these vertices, so that there may be two in the same place, have any noticeable impact on performance or resource usage? Is there a better way to do this? Is this standard across all engines (do most game engines want you to split up your vertices like this)?
In addition to the questions above, do I need to split up my mesh into multiple mesh’s (multiple mesh filters) to apply multiple materials to it? Can I keep the one mesh together and texture different triangles differently?
Alright, cool. If I want to have more than two different UV coordinates on one shared vertex do I need to split them up (I'm guessing this is a yes though considering if I wanted to have two different UV coordinates of the same texture I wouldn't really want a smooth edge)
– cobertosBy multiple UVs you mean multiple UV values not multiple UV textures, right? Thanks, that really explained a lot btw :)
– cobertos