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William F Pokorny <ano### [at] anonymousorg> wrote:
> No doubt you found some of quilted's complications. I "think" I
> understand most of what's happening and why. We'll see.
>
> I believe any updated code should 'perturb' with the original surface
> normal in mind. I see a path to do this with flat surface stuff like
> cubes, but I don't know how to do it for curved surfaces in normal.cpp.
Maybe you could write a scene trying to express the quilted pattern in SDL as a
function?
Sometimes it's a bit difficult to translate the somewhat cryptic C++ syntax into
something intelligible.
Then at least you could have a few people play with the function and have more
eyes and minds analyzing how it all works, and where it goes wrong.
Including a note or two about how to translate the C++ to SDL (if possible)
would help future efforts, and people could begin to play with more of the
source code and patterns. I have found this approach to be personally
educational, developmentally useful (how many "bugs" have we found?), and it
inspires me to invent new derivative functions and patterns.
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