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"ingo" <nomail@nomail> wrote:
> The odd one out may be the sphere sweep
> depending on the kind of result one wants.
I'm guessing that we might be able to use what was learned in the whole tubular
function thread to rewrite the sphere sweep object code in triangle mesh form.
(Just because it would be cool, I'd like to see that hexagonal surface
tesselation used to cover surfaces, because the triangle mesh is just a subset
of that method)
> Text I've never looked in to, maybe lofting a mesh, kind of parametric. ('t
> would be nice to have the path of a glyph available in SDL for
> interpolation/spline)
Cousin Ricky and I have both manually converted text to splines.
Clipka was talking about converting all of the text to prisms.
> Lofting may be a mesh thing that has no equivalent in the "solid" world.
I had been interested in creating lofting some time back, but never had the
opportunity to bite into that. (yet... ;) )
> Subdivision modelling. Iirc John VanSickle wrote a macro for it. I don't
> remember a POV-Ray patch that was able to do it, may have missed it.
http://news.povray.org/povray.news-submissions/message/%3C40a14e8c%40news.povray.org%3E/#%3C40a14e8c%40news.povray.org%
3E
https://news.povray.org/povray.advanced-users/thread/%3C53de2167%40news.povray.org%3E/
https://news.povray.org/povray.unofficial.patches/message/%3C40aeaf37%40news.povray.org%3E/#%3C40aeaf37%40news.povray.o
rg%3E
> For CSG there are mesh libraries.
Ah, libraries . . . and licenses. :/
> I've been dabbling with Half Edge Mesh data structures in Nim. Once you have one
> it is relative easy to convert it to any mesh format. They are also useful for
> operations on mesh.
Very interested.
I've been wanting to do a user-controlled Voronoi pattern / object, and one of
the algorithms involves using a half-edge data structure.
- BE
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