My first question! Is there an open source C++/C piece of code easy to integrate to solve the UV Unwrapping of arbitrary meshes out there ? I would like to use it to build a light mapper or similar ...
I am interested in converting an arbitrary 3D position computed at run time in the fragment shader to its corresponding UV coordinates. Notice that the 3D position I am interested in is NOT a 3D ...
I'm trying to think of some reasons why there might be more than one UV map on a mesh. Usually I just unwrap the model, and the same UV map works for both the diffuse color texture, the bump map ...