I'm using an Icosahedron subdivided a few times. This is required for my game. Putting a texture on it is fine, except in the back there's an ugly... thing. An example pulled from the Goog:
(This shows the issues more clearly than the test texture I'm using)
Well, I found the almost magical Mesh->fixTexWrapping() that seemed to fix my problem. But.... it creates those pesky extra verts. >:(
(Sorry for the low quality - Remote Desktop is.... >_> )
Unfortunately, this easy solution won't really work with what I'm doing. I was wondering if anyone knew any magic or math that could bypass the problem.
From what I can gather, the nature of an Icosahedron causes the seam where the UV meets to be backwards or something. I never got into texture mapping and such.
The rips happen because the very nature of my game requires the verts move around, grow, shrink, etc.
So far, the only method I could think of that could possibly be of any use is using fixTexWrapping(), then somehow find the new verts and move them to always be in the same position as the originals. But this seams (xD) to be a very inefficient solution. As of right now, I'm working on this method, but I was curious if anyone had any insight on this issue and could provide a less....hack.