Hi Friedrich,

Thanks for your message.

On Thu, Feb 25, 2010 at 9:24 AM, Friedrich Romstedt
<friedrichromst...@gmail.com> wrote:
> I have worked in highschool on a project "Beam tracing" where I had to
> subdivide triangles from a certain point of view with z-ordering and with
> such a subdivision how they are covered by the viewing beam.  This means
> this engine you want to write already exists.  See the following ascii
> graphics:

Of course many 3D engines do this already, but the problem is always
the integration. Is your engine python based and is the code (freely)
available? I would be interested in taking a look.

Also, currently the native mpl structures are polygons instead of a
triangles, so they will have to be decomposed. This will definitely
cause some issues with line styles etc. that should not be applied to
all edges.

Cheers,
Reinier

>
>  +------------+
>  |           /
>  |   1      /
>  |         /
>  |  +-----/------+
>  |   \ 2 /      /
>  |    \ /      /
>  |     /   3  /
>  |    / \    /
>  |   /   \  /
>  |  /     \/
>  | /
>  |/
>
> Say that 1 is in front of 2 + 3.  Then the engine will leave 1 unchanged,
> will discard 2, and will subdivide 3 into a number of sub-triangles, which
> comprise 3 exactly.
>
> Don't know whether you are interested in the tringles at all or only in the
> pathes of their contours.
>
> The engine assumes that the sets of points comprising the sufaces of the
> triangles are disjoint.
>
> Friedrich
>
> 2010/2/25 Reinier Heeres <rein...@heeres.eu>:
>> Hi all,
>>
>> I'll mention again that I intend to continue supporting mplot3d,
>> although help would be greatly appreciated.
>>
>> I think the z-ordering issues are in the end quite hard to tackle,
>> especially since we can have different kinds of structures in a plot,
>> e.g. polygons and lines (or rather: curves).
>>
>> John's suggestion of a global polygon list would indeed be a good way
>> forward, and I will think about implementing this soon. However, the
>> next step of finding intersecting polygons and breaking them properly
>> could be quite slow if implemented in pure python. So I'm not sure
>> whether our goal should be to create a full 3d engine...
>>
>> Cheers,
>> Reinier
>
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-- 
Reinier Heeres
Tel: +31 6 10852639

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