2010/2/25 Reinier Heeres <rein...@heeres.eu>:
> 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.

It's C++ code :-( And nearly no comments :-((  I myself will need some
time to find out what part does what.
But nevertheless, if it can help, I will be happy to privide with it.
Maybe it's faster than writing from scratch and tracking all the bugs
...

> 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.

What kind of structure is used to store the polygons?  Is each polygon planar?

For the second issue, one could decompose the polygon into surface and
boundary.  The lines would be clipped against the surfaces only, and
the surfaces against the surfaces too.  Then one could draw the
surfaces first without any line style around the triangles, and in the
end the boundaries.

When performing clipping, there will be no way around decomposing the
polygons into something?

Friedrich

------------------------------------------------------------------------------
Download Intel&#174; Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
_______________________________________________
Matplotlib-users mailing list
Matplotlib-users@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/matplotlib-users

Reply via email to