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[Untitled 3D C Project] Some Collision and Mesh System Work

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124 views8likes5:49:35dustmite-cOriginal Release: 2026-07-17

When implementing light mapping for game engines, mesh instancing requires that each mesh node (instance) maintains its own UV island and light mapping data, rather than sharing data across all instances. This is because each instance may have different transforms and lighting conditions, requiring separate light map calculations. The developer encountered challenges when trying to share light mapping data across mesh nodes, discovering that each instance needs its own UV mapping and light map data to correctly render lighting on multiple instances of the same mesh.