[Soc-2009-dev] Reports + Midterms + Blendernation

joe joeedh at gmail.com
Wed Jul 8 00:42:14 CEST 2009


Yeek.  Do you happen to still have .blends with those problems?

On Sat, Jul 4, 2009 at 10:38 AM, Ken Hughes<khughes at pacific.edu> wrote:
> Be aware that, in trunk at least, the scanfill code has some problems.
> I found cases where collinear vertices resulted in incorrect fills.
>
> Ken
>
> Sebastian wrote:
>> I must admit that i was too lazy to search the existing code base ;)
>> scanfill is the better solution.
>>
>> Sebastian
>>
>>
>>
>> joe wrote:
>>
>>> Eh please don't use GLU.  We have our own tesselation library, no need
>>> for a glu dependancy.
>>>
>>> Jow
>>>
>>> On Sun, Jun 28, 2009 at 1:47 PM, Sebastian<sebastian at opencollada.org> wrote:
>>>
>>>> Hi Arystan,
>>>>
>>>> those samples rely on a GLU implementation. You might find the sources
>>>> of those within the reference implementation by SGI or the MESA3D libraries.
>>>>
>>>> The code has not been changed during the last nine years and i have no
>>>> experience with it.
>>>>
>>>> http://oss.sgi.com/cgi-bin/cvsweb.cgi/projects/ogl-sample/main/gfx/lib/glu/libtess/
>>>> http://cgit.freedesktop.org/mesa/mesa/tree/src/glu/sgi/libtess
>>>> http://cgit.freedesktop.org/mesa/mesa/tree/src/glu/mesa
>>>>
>>>> It is probably sufficient for the seldom case where COLLADA contains
>>>> complex polygons. You probably get triangulated data most of the time...
>>>> Use it ;)
>>>>
>>>> Sebastian
>>>>
>>>>
>>>> Arystan Dyussenov wrote:
>>>>
>>>>> Hi, Sebastian,
>>>>>
>>>>> What do you think about this approach:
>>>>> http://www.songho.ca/opengl/gl_tessellation.html?
>>>>>
>>>>> It seems optimal to me. Since some parts of Blender are already using
>>>>> GLU, it doesn't create additional dependencies.
>>>>>
>>>>> Arystan
>>>>>
>>>>> On Fri, Jun 26, 2009 at 10:46 PM, Sebastian <sebastian at opencollada.org
>>>>> <mailto:sebastian at opencollada.org>> wrote:
>>>>>
>>>>>     Chingiz,
>>>>>
>>>>>      > Does anyone have an idea how to import polygons with more than 4
>>>>>      > vertices? Currently the importer simply ignores such polygons.
>>>>>
>>>>>     That's a non-trivial task especially when your polygon includes holes,
>>>>>     too ;)
>>>>>
>>>>>     http://www.vterrain.org/Implementation/Libs/triangulate.html lists some
>>>>>     of the available algorithms. Internally we are using FIST, an
>>>>>     alternative would be to figure out the corresponding parts from
>>>>>     OpenCascade.
>>>>>
>>>>>     Sebastian
>>>>>     _______________________________________________
>>>>>     Soc-2009-dev mailing list
>>>>>     Soc-2009-dev at blender.org <mailto:Soc-2009-dev at blender.org>
>>>>>     http://lists.blender.org/mailman/listinfo/soc-2009-dev
>>>>>
>>>>>
>>>>>
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>>>>>
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