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> It might be a sensible approach, but beware of simplifications made by
each
> formats. Some may only support triangles whereas someother may have
polygons
> (more than just 3 vertices per basic surface).
>
> And worst of all, some of the format might be self-descripting about there
contents.
>
> Try first to ignore any possible texture/uv mapping, because it is really
> a headache to convert (especially from polygon to only triangle), so all
> you should need is:
> vertex
> segment
> normal
> triangle/polygon
> object
>
> That's look pretty simple, but the complexity comes from the relation
> between them in each format.
>
Yes I am aware of this complexity from reading up on some of the formats.
Thanks for the list, I was thinking of something along those lines but the
problem is that I need to convert everything to mesh or mesh2 format since
Pov-Ray does not recognize polygonal faces in meshes only triangles. If I
can figure out a way to tessellate the polygons into triangles then I might
not have to worry about supporting polygons at the base level, only
triangles. The problem here is I have no idea how to properly tessellate
them, having very limited math skills, but I might be able to work something
out I'll see,
> I wish you good luck.
Thanks!:-)
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