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Christopher James Huff wrote:
> In article <3D4EC82C.C892E71F@hotmail.com>,
> John VanSickle <evi### [at] hotmail com> wrote:
>
>
>>First, incorporate quadrilaterals into the mesh object. This would
>>make polygon modelling simpler.
>>
>
> That wouldn't really be a primitive, just an addition to the mesh
> syntax. Probably quite easy, just look at how it parses triangles and
> add code to parse a quad instead, splitting it into two triangles to add
> to the mesh.
>
Why stop at the quadrilateral, let's have also a plain polygon
(no hole) in the mesh parser (while still storing only triangles).
Then handling the quadrilateral is just a subcase of the generic polygon.
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