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First of all, good morning, guys. Christian is here.
GUAU! Feature implementation is a very hot topic, isn't it?
I think that it maybe because (as, I think ABX said) the "real" working guys
are very busy... in the name of god! Let this good men and women piss! :-)
I followed Christopher James Huff's advice (and BTW, thanks, Christopher and
to all of you, for always responding the messages of this newbie as knidly
as you do) and searched the news server for previous discussions about bone
animation, and found precious information about the subject.
I'm really interested in this subject, but also I really don't want to be
just a "big mouth", talking (writting) about a subject of wich I don't have
all the pieces of info I'd be required to have to seriusly talk about the
subject.
So, before anything, I'd like to know if there's already information about
how POV treates meshes internally - I'm only talking about meshes, but the
same mechanic would be used to patch objects, right? Not talking of
tesselate them, but to treat their control points instead of a mesh's
vertexes -; if it would be as simple as to implement a function that
pre-processes vertexes positions of meshes before it processes the whole
object, or not.
What kind of data strucrure is used to store vertex information? Are
vertexes numbered or indexed or anything like that? Does this structure
allows to manipulate internally the position of vertexes by external
values? Or functions?
Well, all this kind of stuff.
I've got a very draft idea in my mind, but I'd like more info/background
before saying (writting) anything.
BTW, don't hurry or get mad, please. I'm not saying "hey, you, get me this
NOW!". If there's anyone of you who knows this, or knows where I can find
it on the web, that'd be great.
Nothing else to ad, guys, but good luck and good bye.
Bye then!
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Christian <las### [at] hotmailcom> wrote:
> What kind of data strucrure is used to store vertex information? Are
> vertexes numbered or indexed or anything like that? Does this structure
> allows to manipulate internally the position of vertexes by external
> values? Or functions?
Meshes are internally stored in a data structure which resembles a lot
how information is stored in the mesh2 format.
In theory it could be possible to allow the user to modify the vertex
points of an existing mesh. However, it probably requires some extra
work, as modifying the vertices invalidates the octree structure of the
mesh and has to be calculated again.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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What you want to do is already possible with blobs in povray.
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In article <3d864448$1@news.povray.org>,
"Greg M. Johnson" <gregj:-)56590@ao:-)l.com> wrote:
> What you want to do is already possible with blobs in povray.
He asked some questions about mesh data, patches, and bones...how do you
get "already possible with blobs" from that?
You can represent any blob with a mesh, the reverse is not true. Bone
animation could be applied to either.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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In article <web.3d861f0b3a416eb563f6c5880@news.povray.org>,
"Christian" <las### [at] hotmailcom> wrote:
> What kind of data strucrure is used to store vertex information? Are
> vertexes numbered or indexed or anything like that? Does this structure
> allows to manipulate internally the position of vertexes by external
> values? Or functions?
Vertices are stored in an array, with duplicate vertices eliminated. A
reference to a vertex is the index of that vertex.
It is not impossible to modify the data, but you would have to
recalculate bounding for the mesh. Adding to the mesh would be a bit
more difficult, but it wouldn't be impossible to modify the code for it.
There has been talk of doing this kind of thing for a long time.
Storing patch control points in a similar structure should work fine,
but there wouldn't be as big a memory savings. A "patch mesh" isn't a
bad idea, or some way to make a super patch out of lots of sub-patches,
keeping the edges lined up right automatically...there may be macros
already to do it, not as efficiently of course.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> He asked some questions about mesh data, patches, and bones...how do you
> get "already possible with blobs" from that?
character animation using bones is possible with blobs. Perhaps he was
stuck on meshes.
> You can represent any blob with a mesh, the reverse is not true. Bone
> animation could be applied to either.
>
there you go.
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