Subject:
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Re: Mirrored parts and studs
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Newsgroups:
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lugnet.cad.dev
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Date:
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Wed, 2 Jul 2003 18:12:02 GMT
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Viewed:
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1713 times
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In lugnet.cad.dev, Travis Cobbs wrote:
> In lugnet.cad.dev, Don Heyse wrote:
> > In lugnet.cad.dev, Jacob Sparre Andersen wrote:
> > > Anyway. Since we are only talking about studs, the rendering programs
> > > _could_ simply remember to fix any mirrored studs (can be done by
> > > multiplying the rotation matrix of the object with the sign of its
> > > determinant).
> >
> > Umm, my math is really rusty. Can the sign of the determinant also
> > be used to detect mirroring? That could be handy.
>
> Yes. That's what LDView does.
Yeah, I did a search for determinant and found your note. I tried
the on-the-fly fix in ldglite with the L3 structs and it seems to work,
although I'm not sure I'm applying the fix correctly. Is it really
as simple as multiplying some matrix by -1? I must have been applying
the -1 to the wrong matrix, so I went with mirror around the Z axis
transform instead. Can you point me to the ldview code that does this?
I'm feeling rather lazy today, asking for help before looking for
myself...
Thanks,
Don
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Message has 1 Reply: | | Re: Mirrored parts and studs
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| (...) I don't actually do any transformations in LDView to get the logos right. I just detect the mirroring (by tracking negative determinants and flipping the mirrored bit every time I see one) and modify my texture coordinates to un-mirror (...) (21 years ago, 2-Jul-03, to lugnet.cad.dev)
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