Subject:
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Re: Hidden surface removal, and vertex order in part/primitive DAT files
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Newsgroups:
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lugnet.cad.dev
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Date:
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Mon, 4 Oct 1999 16:27:27 GMT
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Viewed:
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774 times
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On Sun, 3 Oct 1999 21:17:06 GMT, Jean-Pierre PARIS
<Paris.Jean-Pierre@wanadoo.fr> wrote:
> Gary Williams wrote:
> >
> > [snip]
> > Maybe it would be simpler to just manually set the vertex order of the first
> > polygon, let the program fix that polygon's neighbors and its neighbors'
> > neighbors, and if any polygons are left then ask the user to set the vertex
> > order of one of those remaining, and repeat the process.
>
> I really don't like programs that need user interactions for such job!
Neither do I, but I also know how hard it is to visually check a part for
errors.
> Thus I tried to cast enough rays so that all the faces are being
> oriented correctly.
How does that work? Is it based on what the majority of the rays
deterimine? I probably need to re-read some of the messages in this
thread, to get a better idea of this process.
> Now all the std bricks are OK, without any
> assumption about the fact that they are mainly composed of 2 box5 and a
> lot of studs. The general algorithm is working well here.
So do you 'drill into' primitives?
> If the pressure of all Ldrawers grows, I'll try to take time, and check
> my code against more parts. If someone has good ideas of difficult
> bricks, please let me know!
Do you want suggestions of difficult bricks to test against?
2560 (Boat Base 8 x 16) is pretty ugly. It's a big file, there are lots of
nooks and crannies, and I had to cut apart various primitives to make it
all go. If you test on this brick, I can also send you the final set of
files, un-inlined.
> > There are only 1600+ part files, after all...we could use a group of
> > volunteers to divide the task, and get every part fixed in a week's time. :)
>
> Get ready with a Java dev. kit, and I can send my code to you!!!
Package it so the fixer doesn't need a JDK, and send it to a lot of people.
Steve
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