Now it works fine!
Cool! we wanna see!

But I have another - my last, I swear - question:
Because you are registered here, you have almost unlimited questions account! In case you exceed this limit, we have a donate a beer btn to refill your account :))

On top of my head I would say
Just do same calculation as now, but average neighbourg20 or 10 depending witch tri you render. You render a bit like a quad face. You just have to test equal value for the average 2 normals at vertexes at the shared side.
Should do the trick.

Fabrice


On Feb 17, 2009, at 10:19 PM, spog wrote:


Hi Fabrice,
finally I had the time to work on my discoball-project again...

Thanks a lot for your help. Rotating the three normals did the trick -
almost.
After some trail&error I found out, that I have to rotate the value
"nn" as well.
So, I added:
nn.rotate(tri.faceVO.face.normal, t);

Now it works fine!

But I have another - my last, I swear - question:

As the Material draws Triangles to the sphere,
the single "rectangles" (mirrors) which make up the mirror ball look
divided
(what they actually are, because they are composed of two triangles).

Is there a way to have the two triangles, that make up a rectangle,
render in a way
that you don't see, it is composed by two triangles?

In BitmapMaterial.as I saw a method renderRect(). Is that something I
need? It sounds like... ;)  - but I have no clue how to adapt that to
the DiscoballMaterial...

What would be the way to go?

thanks again and greetz,
spog



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