On Feb 25, 2010, at 2:50 AM, Friedrich Romstedt <friedrichromst...@gmail.com 
 > wrote:

> 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
>

We rely on plenty of C++ code so this isn't a problem for us. We would  
have to write an interface layer but it shouldn't be too difficult.  
The harder problem may be dealing tracking the interior vs the edges  
of the mesh, but certainly not insurmountable. If you'd like to  
contribute the code, that'd be great. If you want to add some comments  
first, even better.


>
>> 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?
>

I believe the faces are quadrilateral, and Michael already wrote the  
code to convert these to triangle meshes for his gouraud shading work  
( which I'd still like to see ported to 3d).

It looks like we have enough 3D projects to justify a google summer of  
code student. Would those of you with an interest in mplot3d and some  
knowledge of the internals be interested in helping mentor a student?


> 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
>
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