Adjusting Chart Packing

When creating the UV unwrap targets using ILBCreateUVUnwrapTarget(), the texelsPerUnit setting is used to tell Beast how many texels should be used per unit when baking the mesh. To resolve possible filtering problems when using baked light maps, Beast ensures at least a single texel between charts. The larger the value used for texelsPerUnit, the larger and more tightly packed charts will be; the smaller the value, charts will be smaller and more widely spaced.

The resulting texture resolution for the entire UV packing can be retrieved after the unwrapping. See Retrieving the UV Unwrap Result. This texture resolution is useful in finding the optimal resolution to use in baking the mesh, and to resolve filtering problems (if any).