Re: [Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-06 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said: FWIW, I'd argue that exactly 45° is a very bad choice, since octagonal objects are going to be reasonably common in practice. Setting the smooth angle at exactly their corner angle means that any amount of modelling slop or round-off errors in such an object

[Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Jim Wilson
Sam Stickland [EMAIL PROTECTED] said: I'd really prefer the code to go into plib, as I'm using that for some of my projects, and not simgear ;) That's fine for the flightgear people as this is clearly an improvement, especially for the blender conversions. Keep in mind though that this does

[Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Andy Ross
Jim Wilson wrote: Ok the problem shows up with objects triangulated as follows: Picture a diamond shape. Split it vertically so that you now have two triangles, one on the left and the other on the right. Split the one on the right horizontally. Now you have three triangles. Yup. And one

Re: [Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said: It's 180 minus the inner angle. Setting it to zero means that even an edge along a flat surface will be considered sharp and split, setting it to 180 means that even true knife edges won't get split (this is the behavior without the patch). So are you

Re: [Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Andy Ross
Jim Wilson wrote: So are you saying that the currently coded 46 value means that angles between non averaged normals of greater than 134 degrees (180-46) will be considered sharp? This appears to be the case, but I want to be sure. Right. Except I've stated it incorrectly twice now. :)

Re: [Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said: It's neither the inner nor the outer angle, really. It's the angle formed between the two surface normals. Strictly: the cosine of the sharp angle is the threshold for the dot product of the two normals. If they dot together with a value greater than this

[Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Jim Wilson
Steve Baker [EMAIL PROTECTED] said: Erik Hofman wrote: Jim Wilson wrote: So far the code looks very efficient. Nice job! I'm wondering now if we should be locating this work in simgear rather than plib. It would be easy enough to do so, and it would and allow us a great deal of

Re: [Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-05 Thread Andy Ross
Jim Wilson wrote: Alright...so that _is_ an interesting value. It would require a good deal of precision on the modelers part in order to round a corner with 3 sides. I wonder now if this coincides with the default crease 45 in ac3d's implementation. FWIW, I'd argue that exactly 45° is a

[Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-04 Thread Erik Hofman
Andy Ross wrote: Anyway, I think I've finally got this thing working. Grab a new copy at http://www.plausible.org/vertsplit/vertsplit2.tar.gz, dump it into your ssg directory and try it out. I've run it on a bunch of FlightGear aircraft and am quite happy with the results. No more seam along

[Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-04 Thread Jim Wilson
Jim Wilson [EMAIL PROTECTED] said: Andy Ross [EMAIL PROTECTED] said: Anyway, I think I've finally got this thing working. Grab a new copy at http://www.plausible.org/vertsplit/vertsplit2.tar.gz, dump it into your ssg directory and try it out. I've run it on a bunch of FlightGear