POV-Ray : Newsgroups : povray.general : mesh2 syntax clarification : Re: mesh2 syntax clarification Server Time
29 May 2024 12:06:56 EDT (-0400)
  Re: mesh2 syntax clarification  
From: Bald Eagle
Date: 10 Dec 2022 18:40:00
Message: <web.639518c7855140c41f9dae3025979125@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

> I'm sure there's still lots more to learn if I get around to testing any of this
> on a more complicated mesh like the bunny, buddha, dragon, etc.

So I fiddled with the bunny - I had forgotten what a small scale that thing is.

I basically made an array of the vertices, another array of the indexes, and
then a final array describing the actual triangles, pretty much undoing the
mesh2.

Only a few normals were pointing outward, which means that somehow almost all of
my normals are reversed.  So one character later (-) I was able to render the
bunny with almost all of the normals facing outward.

I guess there's a way to do a breadth first search and correct the normals that
don't point in the same direction as all the others.

I might try adding an interior_texture to the triangles next to see what
happens.

But I'm super pleased that I made it this far, not fully understanding how
everything works with respect to calculating the determinant of the
cross-product vectors.

Enjoy.


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