Hey guys how it going, i want to know if anyone has ever herd of perface mapping for those of you that dont know what it is its whena u have a wall for i.e. and one wall would have lets say 64 faces you basicly planer map each face with a tilable texture…my question is is this still being used in games today?
i’ve been continuesly arhuing with a professor and i dont thik he knows what hes talking about
per face mapping!! anyone..anyone
Yes, this technique is being used in games today, sometimes too much. When doing something like this it’s nice to multitexture it with a detail map to break up the tiling that occurs.
But fundamentally, yes, tiled textures are used in games.
As an example (simply because it’s running on my other PC right now) Quake3 uses this all over the place (but the lightmapping stops it from looking too uniform).
Sorry to disagree, but almost across the board this technique is now outdated. It’s not that tiled textures aren’t used because they are… the difference is in how they are mapped. Most hardware now supports true tiling, where you stretch the UV’s of a surface past the 0 to 1 extents, causing the texture to wrap.
What you’re talking about is called face mapping, and it is largely obsolete because of a rendering trick called triangle stripping. Tri strips get broken at UV discontinuities, and as you can imagine, face mapping generates almost the most discontinuous mapping coordinates you could have. So the end result is that face mapping your geometry results in horribly slow rendering speed.
So now the question is… who thinks face mapping is still used, you or your professor? 
Ben
SCEA
ah, yes, very true. Tiled textures != per face mapping.
I think what I was trying to say was that the visual effect is the same, and is used extensively in games.
Of course you wouldn’t actually face map something, you’d have 3 times the number of vertices to deal, yuck. 
heh yes gooberius i’m sure you were aware of the caveats of face mapping… but many artists that worked on the playstation 1 learned to do 3d by face mapping almost every face of their models. they had to do quite a bit of unlearning when we moved to current technology.
ben
scea
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