Comments (2)
New vertices are added where chart edges create a seam, there's no way to avoid that, unless uv seams perfectly match normal seams, which isn't going to realistically happen.
The simplest way to handle multiple instances of the same model is to generate a single atlas, share it between all instances, but use a separate lightmap for each instance. If that would result in too many texture switches, you could rectangle pack them into a larger atlas and pass a 2D offset into a vertex shader.
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Thank you for your answer. That makes sense.
Maybe I could still use PackCharts to generate the packed textures
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