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28 Jul 2024 16:23:33 EDT (-0400)
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From: Chris Huff
Subject: Re: Parsing an object
Date: 17 Jan 2001 11:14:00
Message: <chrishuff-99590C.11150317012001@news.povray.org>
In article <3a65b58a@news.povray.org>, Warp <war### [at] tagpovrayorg> 
wrote:

>   The tesselation patch makes a 
>   Parse_Object_Mods((OBJECT*)tesselationMesh)
> after creating the mesh.
>   I don't know if that's what you mean.

I think he is asking if the tesselated mesh will "inherit" the texture 
and other attributes of the original object. Something to think about, 
but I think it is sufficient to only do the geometry.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Wlodzimierz ABX Skiba
Subject: Re: Parsing an object
Date: 17 Jan 2001 11:34:25
Message: <3a65c991@news.povray.org>
Warp wrote in message <3a65b58a@news.povray.org>...
>Wlodzimierz ABX Skiba <abx### [at] abxartpl> wrote:
>: btw: is there automatic inheriting of parameters such like texture,
no_shadow,
>: etc.?
>: I mean in tesselation patch.
>
>  The tesselation patch makes a Parse_Object_Mods((OBJECT*)tesselationMesh)
>after creating the mesh.
>  I don't know if that's what you mean.


I mean that when you generate complicated csg with texturing for every component
and want tesselate it you must rebuild complicated texturing, right ? What about
calculating all parameters of texture at vertex and generate textured triangles
?

ABX


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From: Wlodzimierz ABX Skiba
Subject: Re: Parsing an object
Date: 17 Jan 2001 11:41:54
Message: <3a65cb52$1@news.povray.org>
Warp wrote in message <3a65ba93@news.povray.org>...
>  I have run into one problem. I get a:
>
>error: Attempt to malloc zero size block (File: parse.c Line: 4385).
>
>  Shouldn't it be enclosed in an if(number_of_uvcoords)?
>  Will I break something if I add that condition?


probaly you should write something like

if (number_of_uvcoords>0)
{
  Object->Data->UVCoords = (UV_VECT
*)POV_MALLOC(number_of_uvcoords*sizeof(UV_VECT), "triangle mesh data");
}
else
{
Object->Data->UVCoords = NULL;
}

and check all places where Object->Data->UVCoords is used
to avoid refferencing arrays at NULL pointer
for example at POV_FREE for this pointer

ABX


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