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Question by J_P_ · Jun 13, 2011 at 08:16 PM · meshiphoneproceduraluv mappingprocedural texturing

Polygon buffering/offsetting?

Also made a forum thread

My iPhone game can already build meshes but they use a single texture -- I want to automatically apply a different texture to the edges. There seems to be two main goals -- smart mesh creation and smart UV mapping so that the texture is mapped appropriately. I have no idea where to start for UV mapping, but this thread offers a starting point for generating the meshes (NOTE: I need to go inward to get the edges, unlike the example in that thread.

What I'm kind of lost on is how I'd check for tight spaces so that the boarder a. doesn't extend outside of the original mesh's space b. doesn't overlap with other parts of the boarder

What I want: alt text

or

alt text

Examples found in other games: alt text alt text alt text alt text

How do they do it?

Edit: http://www.cgal.org/Manual/3.2/doc_html/cgal_manual/Straight_skeleton_2/Chapter_main.html looks like what I'm looking for is called Straight Skeleton

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avatar image Chris D · Jun 13, 2011 at 10:33 PM 0
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That skeleton stuff looks really interesting! Be sure to post back if you figure it out.

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Answer by Muzz5 · Jun 13, 2011 at 08:39 PM

This is probably not the way you want to do it, but you could just go to your texturing program (say Photoshop) and add those side details in? It'll save you a headache wondering about it.

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avatar image J_P_ · Jun 13, 2011 at 08:55 PM 0
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They're procedural meshes generated at runtime (built in a level editor I made). The texturing needs to be more or less automated so that users can easily make their own levels. Also, having different textures for each shape would severely bloat the size of the game..

avatar image J_P_ · Jun 13, 2011 at 09:04 PM 0
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http://www.youtube.com/watch?v=agvntUBpUF4 this is my game I'd like to use this for

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