Alright then. Hope the algorithm works for all cases. I tested it a bit more,
and as far as I can tell it seems okay.
Please keep us (I mean the mailing list) in touch.
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings
I've had a quick look but I'm going to need to rewrite it to fit with newer
code so it's on my to-do list.
On 13 July 2010 16:16, Sukender suky0...@free.fr wrote:
Hi Michael, hi all,
Sorry to push this topic up, but did you test the code (anyone)?
Thanks.
Sukender
PVLE - Lightweight
Hi Michael, hi all,
Sorry to push this topic up, but did you test the code (anyone)?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Sukender suky0...@free.fr a écrit :
Hi Michael,
I managed to write the code, but I need testing. Moreover
Oh, right, sorry I didn't spot this. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
I was referring to that by For quads I imagine it would be possible
to write some fast specialised code to
Alright. I started working on it.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Sukender suky0...@free.fr a écrit :
Oh, right, sorry I didn't spot this. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine -
Hi Michael,
I managed to write the code, but I need testing. Moreover I can't update the
FBX plugin because of the regression I told you in another thread, concerning
images.
Can you, please:
- Merge changes to your working copy, and
- Make a few tests with your models?
Also feel free to
Oh... What about concave quads (I mean 4 points polygons)?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Sukender suky0...@free.fr a écrit :
OK. If you got time for this before I do... :)
Sukender
PVLE - Lightweight cross-platform game engine -
I was referring to that by For quads I imagine it would be possible to
write some fast specialised code to see if they should be split across
vertices (0,2) or (1,3) so that loading times remain bearable.
On 6 July 2010 09:02, Sukender suky0...@free.fr wrote:
Oh... What about concave quads (I
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
render concave polygons correctly (in practice GL_POLYGON is the same as
GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be careful about
how we use that. Most models I've come across have many
Hi Michael,
Yes, sorry about OpenGL interpretation of polygons, I forgot that.
Well actually, I guess the reader has to handle most (all?) cases. So I suggest
to have something like:
- If number of points = 4, use current code.
- Else call GLU tesselation.
Do you agree?
The problem I have is
Waht you could do is leave all the triangles and quads in one PrimitiveSet
(like it is already), but put each polygon with =5 vertices in it's own
PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry
which should tesselate the polygons automagically.
On 5 July 2010 13:49,
OK. If you got time for this before I do... :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
Waht you could do is leave all the triangles and quads in one
PrimitiveSet (like it is already), but put
12 matches
Mail list logo