[Papervision3D] TriangleMesh3D Vertices and Faces
Ralph Hauwert
r.hauwert at gmail.com
Tue Dec 18 10:36:06 PST 2007
I disagree, the architecture allows for the projection of seperate vertices
this way.
On Dec 18, 2007 7:16 PM, Gordon Leland Hempton <ghempton at cs.washington.edu>
wrote:
> Thanks guys. I am using a wireframe material, which is double-sided by
> default I believe. I think my problems might be caused by the proximity of
> triangles, since I assume the z-buffering is done on a per-triangle basis
> rather than a per-pixel one.
>
> *Hauwert*, I think it is redundant since the Triangle3D class contains
> references to the three vertices. In that sense, the faces could still share
> the vertex objects if you created the triangles correctly. It would *not*be redundant if the triangles indexed into the vertex list, but that is not
> the case.
>
> Thanks,
> Gordon
>
>
> On Dec 18, 2007 10:03 AM, Carlos Ulloa < carlos at papervision3d.org> wrote:
>
> > If triangles don't show up, maybe you are using a single sided material
> > and they are flipped. When you create a mesh by code it's easier to start
> > with a double sided material so you can see all the triangles. If triangles
> > disappear when one sided, you have to change the order of the vertices you
> > use for the triangle constructor. Since it's a 50% chance, you might want to
> > try trial and error.
> >
> > C4
> >
> > Ralph Hauwert wrote:
> >
> > You could look at the primitives, and derive to do it from there.
> >
> > It's absolutely not redundant to have both faces and vertices, since a
> > good geometry will share it's vertices amongst it faces (connecting faces
> > use the same vertices).
> >
> > Ralph.
> >
> > On Dec 18, 2007 5:54 PM, Gordon Leland Hempton <
> > ghempton at cs.washington.edu> wrote:
> >
> > > I am trying to procedurally generate a mesh by populating the
> > > geometry.vertices and geometry.faces members. I am having trouble
> > > getting some of the triangles to show up.
> > >
> > > Can someone tell me if there is a particular relative ordering
> > > required by the vertices and faces? Does it matter what order I populate
> > > them?
> > >
> > > Also, more of a general question, having to populate both the vertices
> > > and the faces seems kind of redundant, is there a particular reason for
> > > having to do this as opposed to just populating the faces?
> > >
> > > Thanks,
> > > Gordon
> > >
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> > >
> >
> >
> > --
> > Ralph Hauwert
> >
> > ------------------------------
> >
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--
Ralph Hauwert
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