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> Triangles and meshes are primitives. Mesh manipulation is a feature
> that I've discussed at length with Lutz. It's more a matter of the
> amount of time to do it than anything else.
>
> There's another consideration with using "scale <-1, 1, 1>". When you
> do that, you invert the object - for many prims, this causes the normals
> to point to the other side of the surface. This can be bad.
That's true... I don't use triangles so much. I am to lazy to bother
with triangles, isn't it possible to make with primitives, it isn't
worth doing... :-)
I do like bezier patches though. But that's not the same as triangles
codewize.
I realy miss the feature of cutting primitives apart in Quark. Doing
houses is realy easy, just get the size about right, apply the texture,
cut up holes for the windows and doors that should be open, and cut up
the floors, apply another texture to the ground-floor, resize the bottom
part and so on. It's just great, I think I have to do another Quake2
map... Or mabe I'll do one for halflife this time :-)
/Devcon
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