Subject:
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Re: fixes??
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Newsgroups:
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lugnet.cad.dev
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Date:
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Wed, 2 Jun 1999 13:22:33 GMT
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Viewed:
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730 times
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Steve Bliss wrote:
>
> The problem is the primitive stud*.dat files are specifying two different
> colors for the same voxel (3D pixel)--the voxels are the edges are being
> filled with both the edge color and the surface color. So the renderer has
> to 'decide' which color to use.
>
> Without making drastic changes in the LDraw language, there's not much that
> can be done. If the edges are 'cheated' (moved slightly above the surface
> so they will alway be drawn), they will appear to float above the surface
> at high resolutions.
You don't need to change anything in the LDraw language, you can use
something called "Polygon Offset" (those who have used OpenGL will know
what I mean), it moves the lines a little bit to the front when checking
the Z-buffer. You'd just need to have access to the LDraw source code to
change that... :)
Leonardo
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Message has 2 Replies: | | Re: fixes??
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| (...) Oh, right. Yes, cheating the lines in the renderer is acceptable. It doesn't help Mookie, but it would be a long-term solution. Steve (25 years ago, 2-Jun-99, to lugnet.cad.dev)
| | | Re: fixes??
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| Luckily, you have access to the LDLite source code. And it is the following lines near the top of stub.c: // replace pixels within tolerance to avoid rounding problems #define Z_LINE_TOLERANCE 2 // move lines closer to viewer before drawing to avoid (...) (25 years ago, 7-Jun-99, to lugnet.cad.dev)
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Message is in Reply To:
| | Re: fixes??
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| (...) The problem is the primitive stud*.dat files are specifying two different colors for the same voxel (3D pixel)--the voxels are the edges are being filled with both the edge color and the surface color. So the renderer has to 'decide' which (...) (25 years ago, 1-Jun-99, to lugnet.cad.dev)
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