[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12455] branches/qdune/blender: Added support for subsurf orco coords, but still doesn't work properly

Alfredo de Greef eeshlo at yahoo.com
Thu Nov 8 03:14:50 CET 2007


Wait a minute, maybe you want to do it according to
the catmull-clark rules. In that case, qdune code is
not useful either, since only all other data except
the surfacepoints itself currently is as I said still
linear interpolated.

Alfredo

--- Joe Eagar <joeedh at gmail.com> wrote:

> Oh ok.  Well Geoff and me have been trying to figure
> out how to 
> calculate interpolation weights for blender's
> subsurfer for ngons; the interpolation code (e.g.
> for uvs and vertex 
> colors) is really weird and obfuscated.  If
> qdune's subsurfer supports ngons then maybe we can
> look at *its* 
> interpolation code. :)
> 
> Thanks!
> Joe
> 
> Alfredo de Greef wrote:
> > Hi,
> >
> > I'm very sorry for the very late reply Joe, I
> > completely missed this...
> >
> > But to answer your question, no, it should be able
> to
> > handle any n-gon. Nothing in the code at least is
> > expecting tri's or quads only.
> > Of course after a single subdivision the mesh
> becomes
> > totally quadrilateral, no matter what you start
> with.
> > But that is exactly one of the advantages of
> > Catmull-Clark for micropolygon renderers.
> >
> > Alfredo
> >
> > --- Joe Eagar <joeedh at gmail.com> wrote:
> >
> >   
> >> Alfredo de Greef wrote:
> >>     
> >>> Revision: 12455
> >>>          
> >>>       
> >
>
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=12455
> >   
> >>> Author:   eeshlo
> >>> Date:     2007-11-02 09:42:04 +0100 (Fri, 02 Nov
> >>>       
> >> 2007)
> >>     
> >>> Log Message:
> >>> -----------
> >>> Added support for subsurf orco coords, but still
> >>>       
> >> doesn't work properly
> >>     
> >>> yet. Some problem in Blender, qdune itself seems
> >>>       
> >> to work correctly
> >>     
> >>> with vertex/varying (but still only linear
> >>>       
> >> interpolation though).
> >>     
> >>> Multi UV textures now work correctly on subsurf
> >>>       
> >> too.
> >>     
> >>>   
> >>>       
> >> Hi, I was wondering, is qdune's subsurfer limited
> to
> >> tris/quads?
> >>
> >> Joe
> >> _______________________________________________
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