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 CAD / Development / 3051
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Subject: 
Re: Hidden surface removal, and vertex order in part/primitive DAT files
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 6 Oct 1999 15:13:42 GMT
Viewed: 
882 times
  
Jean-Pierre PARIS wrote:

Sorry Leonardo, but I checked 105 again my code: it does the right job!
Ok, you can argue it's pure luck. In fact, it is! If a ray went through
the hole between the flag and the rest of the piece, my code would
invert the flag orientation. Anyway, you can convince yourself that such
small holes can catch only a small portion of rays if thay are cast
randomly in the 3D space. Thus, my code which starts with a
deterministic set of rays finds the correct orientation here. My code
cast random rays as the last fallback if it remains unoriented faces.

  My code worked too but my point was to say that the part is not
correct, there could be some cases where it won't work and besides that,
it won't look good if you render it with a program that has backface
culling.
  How are you going to save the files after they are fixed ? Depending
on that I might drop my converter and wait for yours. :)

Leonardo



Message has 1 Reply:
  Re: Hidden surface removal, and vertex order in part/primitive DAT files
 
(...) In this sense we agree! It would be a shame if after a so long emails exchange we didn't ;-) (...) I read .dat files in the std LDraw folders, and simply output oriented .dat files in another one. For duplicate instances, I use a folder name (...) (25 years ago, 6-Oct-99, to lugnet.cad.dev)

Message is in Reply To:
  Re: Hidden surface removal, and vertex order in part/primitive DAT files
 
(...) Sorry Leonardo, but I checked 105 again my code: it does the right job! Ok, you can argue it's pure luck. In fact, it is! If a ray went through the hole between the flag and the rest of the piece, my code would invert the flag orientation. (...) (25 years ago, 5-Oct-99, to lugnet.cad.dev)

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