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clipka <ano### [at] anonymousorg> wrote:
> Mr schrieb:
> > What's the easiest way to render faceless edges and give them any material or
> > texture.
> > Best would be if the solution allows me to insert its code into the object block
> > because of the way the exporter works.
>
> Usually thin cylinders are used for this purpose, combined with spheres
> at the vertices to prevent artifacts.
Hmm... but how can I find the right vertices pairs in such an output mesh:
vertex_vectors {1108,<-0.0582308,0.879374,-0.00541553>,[ETC...] }
normal_vectors {1108,<-0.489174,-0.0570892,0.870316>,[ETC...]}
face_indices {2208,<0,1,2>,<2,3,0>,<4,5,6>,<6,7,4>,<8,9,10>,<11,12,13>,[ETC...]
normal_indices { 2208,<0,1,2>,<2,3,0>,<4,5,6>,<6,7,4>,<8,9,10>,[ETC...]}
(I don't get why there are face indices whereas the mesh is only edges but
anyway...) Should I assume that vertices are exported consecutively on a same
edgeloop? Since I have a constant n number of verts over these edgeloops should
I chop these coordinates by such amounts of n vectors to use in spheresweeps?
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