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On Sun, 30 May 1999 12:25:45 -0500, Bob Crispen wrote:
>I'm hesitant to mention this because, for all I know, it's in there
>somewhere and I haven't found it yet:
>
>texture coordinates for triangle meshes.
>
>VRML has got this, and it's marvelous. Quite often I'll sketch in
>VRML to get the basic geometry and camera and lighting and then
>export to POVRay, and it's kind of weird to lose capabilities
>when I go up to POVRay.
>+-------------------------------+--------------------------------------+
>| Rev. Bob "Bob" Crispen | "IT FOUND ME!" |
>| cri### [at] hiwaay net | Campus Crusade for Cthulhu |
>+-------------------------------+--------------------------------------+
Try UVPOV, http://nathan.kopp.com/patched.htm , or the superpatch
(currently offline.)
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On Tue, 1 Jun 1999 09:42:08 -0400, Robert J Becraft wrote:
>I just want a function to tell me the height at a particular coordinate of a
>heightfield. That way I can programatically place objects at the surface of
>the heightfield instead of having to place objects by hand with
>trial-and-error or externally with a program.
You might look at the trace() function in the superpatch. It was
designed to do this and more. Unfortunately, the superpatch is
offline at the moment, but it will go back online within the next
day or so; watch for an announcement.
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Ron Parker wrote:
> Try UVPOV, http://nathan.kopp.com/patched.htm , or the superpatch
> (currently offline.)
Cool. If the acronym means what I think it does, it's exactly what
I want.
Many thanks.
+-------------------------------+--------------------------------------+
| Rev. Bob "Bob" Crispen | "IT FOUND ME!" |
| cri### [at] hiwaay net | Campus Crusade for Cthulhu |
+-------------------------------+--------------------------------------+
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Bob Hughes wrote:
> That head mesh is great. Only other one I've seen was on TV.
Thanks -- of course, the only thing I had to do with it apart from
(not) sitting still was to reduce it to something you could download
in your lifetime. Flamingo Optimizer and Chisel can both decimate
a VRML mesh with texture coordinates without screwing up the
image-to-mesh mapping, which I think is magic. I can't conceive of
trying to write and debug that code.
> I'd wager it
> was the crowd at SIGGRAPH that caused the nose to be off center. Somebody
> probably nudged the tripod (if the laser range finders were tripod
> mounted). heh-heh
No, it was a problem we both share. An old friend I hadn't seen in
a while came by and said "Hi, Bob", so naturally I had to take a
drink. ;-)
The lasers were tripod mounted and they even did an automatic scan
which took about a minute. He took three scans and three photos
and then imported them into MAX and played with them for about a
minute to join them. Sorry that I've forgotten who made the
cameras and software, but I'll bet there's a dozen of them at this
year's SIGGRAPH. Beats the hell out of that little finger thingy
that does sort of reverse STL to scan models in.
+-------------------------------+--------------------------------------+
| Rev. Bob "Bob" Crispen | "IT FOUND ME!" |
| cri### [at] hiwaay net | Campus Crusade for Cthulhu |
+-------------------------------+--------------------------------------+
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