Subject:
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Re: CW/CCW, vertex sequence, co-planar, convex, (115kB)
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Newsgroups:
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lugnet.cad.dev
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Date:
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Thu, 30 Sep 1999 15:14:53 GMT
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Viewed:
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717 times
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On Wed, 29 Sep 1999 20:50:44 GMT, "onyx" <onyx@flash.net> wrote:
> true 3D programs don't deal with infitintely thin objects well... anyone who
> has ever built a doom level knows this ("hall of mirrors", for the
> experienced)..
> but many of our primatives are infiniteley thin (4-4cyli.dat) and were created
> to be used as 2-sided objects with zero thickness... this way they could act as
> either an outside *or* inside surface with normals facing in both directions...
> this won't work with the direction we're headed in..
It wouldn't be impossible to fix primitive usage so that primitives such as
4-4cyli.dat are always applied as infinitely thin 1-sided objects. Would
that solve the problem?
> making the programs deal with the innacuracies and correct them "on the fly" is
> wrong... totally re-rengineering the library is practically impossible.. but
> there is a real issue getting started here.. and it's only going to get worse..
I don't think re-engineering the library is impossible. Challenging,
maybe. A lot of the more-complex pieces would need serious work. Basic
bricks, plates and tiles can be re-generated with some simple code.
Probably some other parts as well. Cleaning/verifying the primitives will
go a long way.
Steve
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Message is in Reply To:
| | Re: CW/CCW, vertex sequence, co-planar, convex, (115kB)
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| There are commands in 3DS and 3DSMAX to "unify" normals (normals are what we're discussing... the vector that points perpendicular to a face, indicating which side is "out", which side is shaded or rendered)... i would assume there is documentation (...) (25 years ago, 29-Sep-99, to lugnet.cad.dev)
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