Optimization of textured objects

Textures

Polygon Cruncher conserve les textures during optimization. Several features are available to keep texturing quality, especially in case of multitextured objects.

Keep material discontinuities

Check this option if you want to preserve frontiers between different materials. In this case, the optimization process does not disturb frontiers. Points that belong to faces that have different materials are frozen and cannot be moved or removed during optimization. See an example.

Keep textures This option is disabled if objects doesn't have textures coordinates.
Check this option to keep textures coordinates information during optimization.
Checking this option, OpenGL viewer will automatically display textures.
Check Freeze UV textures discontinuities to avoid merging faces that have texture discontinuity.

Freeze UV textures discontinuities

Check this option when an objet is textured with several materials or when a texture discontinuity appears between several faces. Such faces will be excluded of the optimization process by checking this option. This allows a perfect texture optimization but this reduces the optimizable face and point number. If you optimization ratio is too low, you can increase it by modifying the Texture protection tolerance (0.0 to 1,0) value.

UV tolerance (0.0 to 1.0)

Enter a value between 0.0 and 1.0 to change the texture protection tolerance.

  • A value of 0.0 excludes all faces that have texture discontinuity of the optimization process.
  • A value of 1.0 allows optimizing all faces, even faces that have texture discontinuity.
  • 0.1 is a good value : it gives good visual results and increases optimization ratio.

The entered value depend on the texture displacement between two faces which have a texture discontinuity.

Optimisation sur une sélection Appliquer l'optimisation Optimisation des vertexs colors Optimisation des textures