hi, I have a question regarding the wireframe-triangles. the diagonal lines of wireframes show all in the same direction (see example 1.a in www.4visualization.com/3d_structure_of_wireframe_triangles.jpg). But I also see general 3d examples (see 2.a) where diagonal lines are alternating. currently, I am thinking about a solution via a flash 3d engine to optimize meshes by (manually) removing triangles. If a 2.a wireframe is used, it seems that removing triangles is easier. shape 2.b shows such an example where triangles has been removed and all of the vertices are still “correctly” attached to triangle corners.
if I try to remove triangles sticking to pattern 1.a, where the diagonal lines must show in the same direction, I am not really getting a smooth solution. wireframe 1.b shows a solution, but as you can see the two vertices marked with red spots are triangle corners, but are also points which are located in the middle of the straight lines of the two big triangles to the left. my guess is that rendering such a wireframe will end up distorted. (1) is there actually a convincing (mathematical/rendering/ performance/...) reason to stick to the 1.a wireframe? (2) if also version 2.a is possible/workable, what do I need to be aware of, when I construct such triangles? (e.g. are there specific issues with the UV numbers/numbering?) (3) are packages/classes available which supports the “correct” removal of unwanted vertices? ... do you know links to more (away3d) information about this subject? thank you. P.S.: the example of the wireframe-structures mentioned above: http://www.4visualization.com/3d_structure_of_wireframe_triangles.jpg To unsubscribe from this group, send email to away3d-dev+unsubscribegooglegroups.com or reply to this email with the words "REMOVE ME" as the subject.
