POV-Ray : Newsgroups : povray.general : mesh2 syntax clarification : Re: mesh2 syntax clarification Server Time
25 Apr 2024 01:01:34 EDT (-0400)
  Re: mesh2 syntax clarification  
From: Bald Eagle
Date: 10 Dec 2022 12:05:00
Message: <web.6394bb44855140c41f9dae3025979125@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:

> Thank you, as usual you are a wealth of information!

Well, I've gotten sucked into doing a lot of projects, and biting deeply into
topics which were a LOT to chew on, and just about over my head at the time I
started on them.  I just know things because I've done just about everything
wrong at some point and everyone here helped explain the problem and point me in
the right direction.

> Just to be clear, I am writing java code for an external tool that will generate
>   text files containing the SDL for mesh2 objects, (the way Arbaro works).  So
> the meshes will definitely be written to disk and not need to be manually
> recreated every time you render the scene.

I've tested my normal calculations with a tetrahedron, cube, octahedron, and
icosahedron. I have macros to check handedness of the triangle vertex order,
correct wrong ones, and calculate face normals that always point outward.
Works in all eight octants.

I have yet to make / test a concave mesh, and some code may be superfluous,
while other parts may need a bit of extra checking.

Definitely had a few bonehead mistakes and head-scratchers that I managed to
experiment my way out of along the way.

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.

Unlike jr, I'm terrible with data structures, so I have no idea how to go about
efficiently checking for holes, duplicates, etc.


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