[Bf-committers] Polychop modifier

Rodrigo Hernandez kwizatz at aeongames.com
Fri Oct 5 03:44:27 CEST 2007



Thank you,
What I meant by "index buffer" is the array of indices used to build the 
triangles/faces,
but I changed the Polychop code to threat this buffer as a collection of 
triangles, since
the way it works it wouldn't allow for triangle fans, strips or quads, so
I can do with MFace::v1,v2,v3.

Thanks again :-)


Ben Batt wrote:
> On 10/5/07, Rodrigo Hernandez <kwizatz at aeongames.com> wrote:
>   
>> Ok, couple of quick questions,
>>
>> How do you tessellate/triangulate a DerivedMesh?
>>     
>
> There is no standard way to do this at the moment as far as I know -
> you'll probably need to write a function to do it yourself. It's
> pretty straightforward, check the first ~50 lines of
> decimateModifier_applyModifier to see the general algorithm (replacing
> LOD_Decimation_Info with a DerivedMesh or something, of course).
>
>   
>> Is there a way to get an index buffer, or will I have to build it myself
>> each time (using the face array)?
>>     
>
> I'm not quite sure what you mean by an index buffer, but you'll
> probably have to build it yourself.
>
>   
>> and, just to make sure, I can just rearrange (maybe remove some faces from)
>> the input DerivedMesh from polychopModifier_applyModifier and return it
>> right?
>>     
>
> Yes, as long as you make sure it's internally consistent.
>
> Ben
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>   



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