From Valve Developer Community
Revision as of 15:42, 3 May 2008 by TomEdwards
- UV maps
- The UV map defines how the mesh's material is deformed to fit it.
- Levels of detail
- A reference mesh is commonly replaced by lower-detail meshes at distances with
$lodto improve performance. See LOD Models.
- A reference mesh is enveloped to the bones of a model's skeleton to allow for animation.
- Weight maps
- See weight map.
There are three QC commands related to reference meshes: