[Bf-committers] BMesh Booleans, ready for testing.
kungfoobar at gmail.com
Fri Dec 11 23:43:20 CET 2015
It has been years since the last time I tried SL, but if it hasn't changed
much, the "holes" are "invisiprims", just prims a special texture that is
transparent but writes the depth, rendering alpha meshes underneath
invisible (the body is alpha too).
And a question on topic: does these new bools fail with this simple case?
(intersection of two cubes) http://i.imgur.com/c31vOT0.gif
On Fri, Dec 11, 2015 at 9:01 PM, Jacob Merrill <blueprintrandom1 at gmail.com>
> Bool* silly autocorrect , I need to make it non automatic,
> Another question,
> In second life they had a shade that made it not render any verticies
> Inside a second object, think acme portable hole,
> Is this possible in bge/Blender viewport?
> On Dec 11, 2015 12:58 PM, "Jacob Merrill" <blueprintrandom1 at gmail.com>
> > Does this new book produce cleaner geometry?
> > Thanks Blender Developers!
> > On Dec 11, 2015 7:17 AM, "Campbell Barton" <ideasman42 at gmail.com> wrote:
> >> On Sat, Dec 12, 2015 at 1:58 AM, Knapp <magick.crow at gmail.com> wrote:
> >> > - Non-planar faces
> >> >>
> >> >> Non-planar ngons/quads would make carve give bad results,
> >> >> while this may seem acceptable at first, it meant we had to
> >> >> preemptively split faces on the off-chance they would be included in
> >> >> an intersection where they may cause problems.
> >> >> The downside of this is many faces which are (to the user) looking
> >> >> quite flat - would be split, giving unnecessary tessellation and
> >> >> vertices along the edges.
> >> >> - Campbell
> >> >>
> >> >
> >> > Did you split all the faces or just the ones that mesh analysis said
> >> were
> >> > distorted?
> >> Only distorted faces, but the threshold used is quite low, meaning
> >> boolean my split faces which aren't noticeably non-planar.
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