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"Kenneth" <kdw### [at] gmailcom> wrote:
> So, how did you create your meshes? They do not quite look like height_fields
> that have been flipped to be vertical instead of horizontal; the quality and
> detail of the meshes looks better than that technique, to my eyes.
It's a complex stack of macros with probably far too many arguments. The lowest
level produces bevelled boxes, simple boxes and arches, simply making mesh
triangles with no parent object. Higher level macros assemble wall sections,
columns and arches from these boxes that can be grouped into meshes and unions.
The top level uses a small list of block objects to make a building floor.
I'm passing transforms down through each level, combining them and applying them
to the triangle points at creation. The individual brick meshes are not reused,
instead all the bricks and walls are built separately and put into one large
mesh. This is not optimal from a triangle count standpoint, but a bevelled box
doesn't contain many triangles so I thought it was a good tradeoff for less
convoluted code structure.
Most of my time is spent keeping it clearly laid out and well-documented,
because often weeks or months might elapse between bouts of effort, and I have
to be able to pick it back up quickly!
Bill
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