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"Bald Eagle" <cre### [at] netscape net> wrote:
> "Bald Eagle" <cre### [at] netscape net> 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.
When I was growing up there was a bath toy shaped like various animals, made of
some sort of soap that once it got wet and you let it dry, it would form a fuzzy
surface. Your bunny with all of his normals exposed like that reminded me of
it.
-- Chris R.
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