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 CAD / Development / 4242
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Subject: 
Re: Checking for bowtie quads?
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 29 Mar 2000 18:42:34 GMT
Viewed: 
1715 times
  
In lugnet.cad.dev, Fredrik Glöckner writes:
"Don Heyse" <dheyse@hotmail.spam.go.away.com> writes:

Lar's L3Input.cpp is in the latest ldglite source (which is
available at the usual place).  It contains the bowtie checking
code and is quite nice.

Thanks, I've got it!  I didn't know the check was that involved,
though...

Yeah, I tried to think of a simpler way to do it myself.  But all my
ideas required converting the quad from 3D coords to 2D coords first so
my feeble brain could handle it. :^)

Don



Message has 2 Replies:
  Re: Checking for bowtie quads?
 
Just a question... Does the quad should be plane, is there any problem to get 4 non-coplanar points ? Damien. (25 years ago, 29-Mar-00, to lugnet.cad.dev)
  Re: Checking for bowtie quads?
 
(...) Wow, I'm glad I revisited this since I think I can save some rendering time by saving the vertex normals from the bowtie checks for the OpenGl lighting phase in LdGLite. Here is the algorithm I came up with before I decided to use the L3 code (...) (25 years ago, 30-Mar-00, to lugnet.cad.dev)

Message is in Reply To:
  Re: Checking for bowtie quads?
 
(...) Thanks, I've got it! I didn't know the check was that involved, though... Fredrik (25 years ago, 29-Mar-00, to lugnet.cad.dev)

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