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Chris B wrote:
>
> Hello Dave,
>
> I'm not aware of anything that gives you direct access to the internal data
> structures from the SDL. However, I've used a couple of ways of achieving
> the sort of thing you describe.
>
> One is to use trace() to fire a random series of rays at an object to detect
> points and normals (for growing hairs out of).
>
> The other has been to generate points into an array and then generate a mesh
> from that. Then you can use the same array for other tasks, such as
> distributing things evenly on the surface of the mesh.
>
> Regards,
> Chris B.
>
thank you for your suggestions,
the problem I had was to distribute a number of points evenly on a
complex mesh.
The method of shooting rays in a random fashion is well known to work
well with simple meshes or nearly planar heightfields. The drawback of
this method is that you normaly miss the hidden surfaces and all
surfaces which are perpendicular to the ray.
In the meanwhile I came up with methode which is quite analogue to your
second suggestion. I wrote a PERL script which reads an include with a
mesh in mesh2 format and drops me an include with arrays of points,
normals and corresponding uv's (if aviable).
take a look at p.b.images + p.b.utilities for details.
.... dave
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