POV-Ray : Newsgroups : povray.advanced-users : Physical mesh models : Re: Physical mesh models Server Time
29 Jul 2024 16:20:56 EDT (-0400)
  Re: Physical mesh models  
From: jarbee
Date: 25 Sep 2001 01:30:55
Message: <3bb0168f@news.povray.org>
Sorry everyone. All I had to do was look at Paul Bourke's page.
I'm going to therapy now :-)

Dave

"jarbee" <d_j### [at] yahoocom> wrote in message
news:3bb014f5@news.povray.org...
> Geez I need help.
> After spending all yesterday writing a program to create tristrips, I
> realised that was about 1000 times more work than needed for what I want
to
> do.
> Now, I can rotate a triangle - specifically the points of a triangle - in
> povray so that all points lie in the plane z=0. I did this with Margus
> Ramst's v_reorient macro. No worries there. But I need a pascal routine to
> do the same thing so I can print the triangles.
>
> Problem: how the hell do I code the built-in vaxis_rotate function in
> pascal?
> I know it's simple - I did it several times last year for another project.
> But I just can not get it to work today, even after reading the matrix
> tutorial. I'm confusing myself between rotating an object, and rotating a
> position vector, around an arbitrary axis. I just can not get this, and I
> did linear algebra at Uni several years ago. Depression's not helping, I
> guess :-(
>
> So, I now couldn't give a stuff about the theory. I just need some
> pseudocode, or pascal/c source to do this...please?
> And yes, I have the pov source, just can't follow multi-function c code at
> the moment.
>
> When you can write a program to create tristrips in a couple of hours, and
> then have trouble rotating a few points around a couple of straight lines,
> you know you're sick in the head <attempted grin>.
>
> Dave.
>
>
> "jarbee" <d_j### [at] yahoocom> wrote in message
> news:3bae4270@news.povray.org...
> > I've been thinking it possible to create paper models of some of my
> meshes,
> > by printing out the individual triangles on paper and glueing them
> together.
> > It would probably be easier to do this with triangle strips rather than
> > individual triangles, but that's a patience issue :-)
> >
> > How would it be possible to 'unwrap' a triangle mesh, so that the
position
> > of each triangle could be known, and a plan created to allow the paper
> > triangles to be stuck together in the correct positions?
> >
> > I have seen triangle to strip converters etc, but I can't work out how
to
> do
> > this properly. And I can't seem to find any tutorials or algorithms on
> this?
> > But would it be similar to how Steve Cox's UVMapper works?
> >
> >
>
>
>
>


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