POV-Ray : Newsgroups : povray.programming : Parsing mesh2 data Server Time
21 Dec 2024 07:16:22 EST (-0500)
  Parsing mesh2 data (Message 11 to 11 of 11)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: clipka
Subject: Re: Parsing mesh2 data
Date: 14 Sep 2016 08:12:10
Message: <57d93e9a$1@news.povray.org>
Am 14.09.2016 um 11:57 schrieb Mr:
> "Mr" <nomail@nomail> wrote:
> 
>>
>> So there is not a single feature in mesh2 that we'd lose when switching to OBJ?
>> could we still use smoothing groups? no limit in the number of points/faces...?
>> Why did you choose it over some binary format like 3DS ? wouldn't this be even
>> faster?  maybe the partial update that could one day be implemented for
>> animations?
> I also forgot the current hack we use for vertex colors using pov pigments per
> vertex, will it still be possible?

No; the OBJ format does not support per-vertex colouring or per-vertex
texturing.

If your software of choice provides dedicated mesh2 output, then it is
certainly wise to stick to mesh2; the difference in speed is not that
impressive.

If on the other hand you would be using export to some other format
anyway, and convert to mesh2 from there without further processing, then
direct OBJ import is probably the way to go.


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.