[Bf-committers] CSG object type update
joeedh
joeeagar at prodigy.net
Fri Sep 17 06:17:29 CEST 2004
Ok, so far I have managed to do the following things toward making a CSG
object:
* Added a new CSG Object type, and implemented the saving stuff.
* Managed to kindof add a mesh to an CSG object by modifying
add_primitiveMesh to return a pointer to a Mesh block. This is done
when the CSG object is created.
Ok, so heres a few questions I have:
a): Is there any functions to draw a mesh that doesn't require the Mesh
to be linked to it's own Object? Also, are Display Lists in Blender
compiled OpenGL commands, as said by
http://www.lighthouse3d.com/opengl/displaylists/ ?
b): How do lists in Blender work (I KNOW how linked lists works!!)? I
noticed that metaballs elements do not use the Link struct to contain
their relative-list values, they just have a "*prev" and "*next" value
at the beginning of the struct. Naturally I copied this as I'm using
the metaball code as a reference. Is this a correct thing to do? Not?
c): Why does some (all the code I've looked at) of the mesh code rely
so much on the Mesh being linked to its own Object? I've thought of
doing a constraint/parent kind of CSG thing, but I think having a CSG
object that is self-contained would be more useful.
joeedh
P.S.: I love Blender's design. The implementation may be somewhat. .
.difficult to add to, but the design is by far the best I've ever seen.
[Warning: C++ ad follows :)] In fact, I think that the design is
object-oriented to the point where Blender could be rewritten in C++
without changing the design at *all*. . .hmm. . .
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