> ----- Original Message -----
> From: "Lee Elliott" <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions" 
> <flightgear-devel@lists.sourceforge.net>
> Subject: Re: [Flightgear-devel] obj->ac conversion question...
> Date: Tue, 19 Sep 2006 20:40:36 +0100
> 
> 
> On Tuesday 19 September 2006 14:10, Jeff Koppe wrote:
> > Hi All,
> >
> > I've been making/texturing a aircraft model in Wings3d,
> > exporting to .obj and using Blender to convert to .ac. But
> > since either the Blender .obj import or .ac export is not
> > perfect, this workflow requires some tweaking of the final .ac
> > file. So I figured I'd cut out the middleman and write a Ruby
> > script to convert .obj to .ac.
> >
> > Now the question: neither .obj nor .ac formats specify three
> > or four sided polygons. Does FlightGear? Blender does
> > (imperfectly) triangulate/quadrangulate the model but I'm not
> > sure why--I imagine it's a holdover from .3ds format. If
> > FlightGear does not _require_ triangulation, then is it more
> > efficient?
> >
> > Thanks,
> >
> > --jeff
> 
> Heh:)  I cobbled together a rough C prog to convert .obj geometry
> in to .ac format but I didn't look into the texturing aspects
> because all I wanted was the geometry.  It became redundant when
> I got the .obj importer for ac3d.
> 
> Afaik both .obj and .ac formats support n-sided polys whereas I
> believe that the .3ds format only uses triangles.  Everything
> I've ever exported in .3ds format has been converted to tris.
> 
> I don't know if using polys with > 3 sides is more efficient but
> the most important consideration is that a triangle will always
> be perfectly flat whereas polys with > 3 sides may not be
> because all the points don't have to be in the same plane.
> 
> The renderer that FG uses actually converts all polys into tris
> and this means that a curved poly, where the points are not all
> in the same plane, can be interpreted, or split into two tris,
> in two different ways, producing entirely different surface
> shapes.
> 
> Imagine a four-sided poly with it's vertices at:
> 
> (hope this looks ok)
> 
> (A)0,0,0        (D)1,0,0
> 
> 
> (B)0,1,0        (C)1,1,1
> 
> 
> If this poly was split into two tris by adding an edge between B
> and D the path between them would be straight but the path
> between A and C would be curved.  However, if you put the edge
> between A and C instead then the path between B and D would be
> curved instead, changing the shape of the poly completely.
> 
> Afaik the renderer decides on how to split n-sided polys into
> tris is based on the vertex order and this can sometimes
> produces rendering glitches where it curves a poly in the wrong
> direction (or at least not the direction intended by the
> modeller).
> 
> Ways around this are to either re-order the vertices or manually
> split the poly into tris.
> 
> LeeE
> 
> 
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>

Thanks LeeE.

Since FG splits the geometry into triangles anyway, I'm probably better off 
using Wings' tesselate command to help it out. Though I might do some 
experiments to see how well FG tesselates on its own. It's been my experience 
that this is often best done when modelling rather than rendering. But I might 
be in for a nice surprise...

--jeff


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