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

Simon Broggi simon.broggi at gmail.com
Thu Oct 24 08:59:56 CEST 2013


cool.
any chance to get a test build?
cheers, simon


On Wed, Oct 23, 2013 at 1:42 AM, Jacob Merrill
<blueprintrandom1 at gmail.com>wrote:

> 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
>> _______________________________________________
>> Bf-gamedev mailing list
>> Bf-gamedev at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>
>
>
> _______________________________________________
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-gamedev
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-gamedev/attachments/20131024/f22442f1/attachment.htm 


More information about the Bf-gamedev mailing list