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Christopher James Huff wrote:
>
> In article <3C74BB1F.D2267C56@atosorigin.com>,
>
> > I still think that a tesselated object is just an object,
>
> Agreed.
>
> > and that deformation of mesh are still another object whose parameter
> > is an input mesh and some additional parameters.
>
> Hmm? Are you talking about some sort of "deform" object that takes a
> mesh as input? That might be what was wrong with my approach, I was
> attempting to deform a mesh, with a syntax more like transformations.
>
Yes.
> > Last, I do not believe that transformation of mesh are similar to blob
> > component:
> > the order in which the transformation are made usually is important.
> > So adding a 'tesselation block' would means to have something similar to
> > layered texture, which would just prouve to be counter-productive for mesh
> > transformation in the current state of the code.
>
> I don't understand...what do blobs have to do with this? Did I miss
> something?
Just my mind wandering about the possible 'tesselation' block
(which is a bad idea, IMNSHO, at least with my current code).
Order in blob is irrelevant, whereas order of transformation is important,
even if the rotate/scale/translate can all be summarized in one single
matrix, but for transformation of mesh there is no possible summarisation, and
order is still important.
I should probably not have mentionned the blob.
--
Non Sine Numine
http://grimbert.cjb.net/
Puis, s'il advient d'un peu triompher, par hasard,
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