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While working on a mesh2 to *obj converter I ran into a problem. It
seems that is important to the obj file and applications that use it how
a quad is dividen in triangles. Or better, in what order the vertices
should be specified, counteclockwise.
D C
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A B
It wants <A,B,C>, <D,A,C>. Otherwise the normals get messed up, even if
no normals are specified in the obj file. I only have to Poseray to test
this and assume it works the right way.
Is there a consensus on how to specify quads>triangles in the CG world?
Is there a way to figure out from a list of face_indices and vertices in
what way the faces are written?
For POV-Ray it doesn't seem to matter how the faces are arranged, as I
noticed when writing the mesh macros. I there for no specific reason
chose for <A,B,D><A,C,D>. This becomes a mess when converting to *obj :(
Ingo
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