imagine two neighbourgs triangles sharing same side tri 1 being abc, and tri 2 being bcd
Say in your editor you need to subdivide tri2 in 2 now you have 3 triangles, first is same, but triangle 2 and 3 have a shared vertex between b and c of the first triangle this is no longer continuous. Now depending on angle, tri 2 and 3 will generate possible conflict with tri 1. To respect the rule, keeping this split example, tri 2 should not split along side tri 1 and still share b&c. Fabrice On Dec 23, 2009, at 4:03 AM, Stephen Hopkins wrote: > hmm. Can't really visualize what you are saying. Is there anywhere I > can see examples of how a triangle is broken by a vertex? I could > upload my modelviewer swf if you guys want to see the thing i'm trying > to fix. Lets you see wireframe/shaded. I will upload it when my ftp > server goes back up. Thanks for all the help so far. > > On Dec 22, 3:21 pm, Fabrice3D <[email protected]> wrote: >> yes these are true, but not continuous >> >>> * If you want to place one model on top of another, it's good >>> practice to cut out the overlaid portion that is not visible. For >>> example, if you place a house on top of a landscape, you could cut out >>> the rectangle at the bottom of the house. >> >> the house should be like if part of the floor, then isolated. The walls >> vertexes of the house should fit the floor ones. >> >> also other tips regarding sorting issues a bit less common. >> try to work in size ranges of 1000/10000 to avoid roundings. >> (That's why Prefab warns you when you load a model that is too small.) >> >> Use the Grid class, and apply the grid to your model position and >> objectspace vertices. >> (I hope add this one to Prefab soon). But in meanwhile its in geom package. >> >> here a working filehttp://www.closier.nl/playground/grid.swf >> what you see here is a non aligned series of meshes on which you can apply a >> grid to the vertices. >> of course, its a good idea to apply weld and render after its been modified. >> The resulting fx is depending on grid size, model size etc >> That's why in this demo some settings completly ruin the model. >> But If well applied it also contribute to solve some sorting issues. >> >> Fabrice >> >> On Dec 22, 2009, at 11:17 PM, Stephen Hopkins wrote: >> >>> I think My model is continuous(one piece with extrusions), has no >>> intersecting faces. I would think that everyone would model like that >>> for a game or this kind of engine. >> >>> I found these >>> tipshttp://worldfoundry.org/bin/view/WorldFoundry/DocumentationZSort >> >>> I'm guessing that the artifacts are there because my triangles aren't >>> all about the same size. Does the basic renderer use average-z-sorting >>> of each 3 vertices of a triangle? >> >>> HOW TO BUILD YOUR MODELS TO MINIMISE Z-SORTING ARTEFACTS >> >>> * Use convex models where possible (avoid concave models). >> >>> * Avoid overlapping faces and intersecting polygons. >> >>> * If you want to place one model on top of another, it's good >>> practice to cut out the overlaid portion that is not visible. For >>> example, if you place a house on top of a landscape, you could cut out >>> the rectangle at the bottom of the house. >> >>> * Avoid triangles that span the extent of the model. For example, >>> artefacts occur when you have extremes in the size of triangles that >>> are next to each other ( a long thin triangles surrounded by smaller >>> ones). >> >>> * Manipulate the sort keys for the primitives and the order >>> tables. >> >>> * Generally, the bigger the size of the order tables the better. >> >>> * Be aware of overflow of primitives, keeping in mind the extra >>> primitives accumulated by clipping. >> >>> On Dec 22, 1:51 pm, Peter Kapelyan <[email protected]> wrote: >>>> Make sure no polygons intersect others, and vertices are shared among >>>> faces. >> >>>> These are two major things to keep in mind to not only optimize models but >>>> also keep them clean looking for >>>> away3d. >> >>>> -Pete >> >>>> On Tue, Dec 22, 2009 at 4:44 PM, Stephen Hopkins >>>> <[email protected]>wrote: >> >>>>> oh ok cool. well back to the other question. Not sure what you mean by >>>>> continuous modeling. Does this have to do with edge flow? Never heard >>>>> of it before, didn't find it on google. >> >>>>> On Dec 22, 5:17 am, Rob Bateman <[email protected]> wrote: >>>>>> Hey Stephen >> >>>>>> short answer - yes! But as with all things in lite, the implementation >>>>>> will be a stripped down, simplified version >> >>>>>> cheers >> >>>>>> Rob >> >>>>>> On Tuesday, December 22, 2009, Stephen Hopkins <[email protected]> >>>>> wrote: >>>>>>> Are there plans to add lights, shaders and filters(mainly fog filter) >>>>>>> to the away3dlite?I am currently using away3d but would like to >>>>>>> migrate to away3dlite if it is faster. >> >>>>>> -- >>>>>> Rob Bateman >>>>>> Flash Development & Consultancy >> >>>>>> [email protected] >> >>>> -- >>>> ___________________ >> >>>> Actionscript 3.0 Flash 3D Graphics Engine >> >>>> HTTP://AWAY3D.COM
