Mark would do well to change the b3d file format and make it so that each mesh can independently hold differing numbers of texture coordinates.
This means no waste, and jhocking's argument is completely invalid.
Plus using large textures is pretty much a no-no without texture compression. My card chokes on anything bigger than 512x512 and it can handle 2048x2048.
So either introduce tex compression or sort out the uv thing, because Blitz projects are slowly moving out of the amateur into the professional as more tools and techniques come to light.
This means no waste, and jhocking's argument is completely invalid.
Plus using large textures is pretty much a no-no without texture compression. My card chokes on anything bigger than 512x512 and it can handle 2048x2048.
So either introduce tex compression or sort out the uv thing, because Blitz projects are slowly moving out of the amateur into the professional as more tools and techniques come to light.