[Bf-gamedev] New loop normals/tspace needs testing

Jacob Merrill blueprintrandom1 at gmail.com
Wed Oct 23 01:42:29 CEST 2013


So this is like a automatic smooth unsmooth setting?

( you can use edit - Smooth - and -Flat- on individual faces) or is that
different? (having the option to set a edge as flat or smooth would be
cool....

does this work with object.hitNormal? etc?


On Tue, Oct 22, 2013 at 11:57 AM, Bastien Montagne <montagne29 at wanadoo.fr>wrote:

> Hi guys,
>
> I (hopefully) mostly finished first step in loop normals work. Now, all
> objects have the option to enable loop normals (with an optional angle
> threshold above which edges are always sharp). Once enabled, final
> derived meshes (structs representing objects to draw or render) gets a
> normal CD layer for their loops (and a tessellated version for its
> tfaces as well). Those loop normals allow to represent flat faces and
> sharp edges. As a temp UI, I added loop normals and angle options in the
> "Item" panel, "Properties" of the 3DView.
>
> Code can be checked out from my svn branch,
> https://svn.blender.org/svnroot/bf-blender/branches/vgroup_modifiers
>
> These data are used in OpenGL preview (only when "VBO" option is
> enabled, for now, I prefer to modify viewport code as few as possible
> currently!), and for tangent space compute as well (note that for this
> one, I assumed it is only used over final dm, this may not be always
> true, have to check this yet). These are also the same as exported in
> OBJ and FBX.
>
> Only remaining TODO for this first step is to export TSpace in FBX (btw,
> if someone could provide me one or two simple ASCII FBX files with
> TSpace data, would be nice ;) ) - and of course, to test!
>
> I hope the core algo to compute loop (split) normals is now OK (I fixed
> two bugs here recently :/ ), but esp. tspace/loopnormals combinations
> are to be checked carefully (baking)…
>
> Cheers,
> Bastien
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