Thread: [algorithms] Polygon reduction & texture
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From: mandor <ma...@sd...> - 2000-07-18 11:11:16
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Hi I'v implemented the polygon reduction algo described by S. Melax in gdmag (ok, it was easy: he gives the source code :) ). But now, I have to texture the reduced object, and I was wondering what was the common approach in this case...? Thx Mandor |
From: Pai-Hung C. <pa...@ac...> - 2000-07-18 22:50:23
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Hi, I am palnning to use traditional Shadow Volume technique to generate dynamic shadows. Can anyone help me start on how to calculate shadow polygons (bounding polygons of the shadow volumne) in the world space? (I use Direct3D.) Also, I am wondering if shadow volume is the right choice for real-time 3D games to generate shadows. In my case, I am using Quake II models as my characters, each of which is composed of 500~1000 polygons. Can someone in-the-know tell me how shadows are typically generated in 3D RPG games? BTW, can someone point me to any tutorials detailing how to calculate object's silhouette and then build shadow volume from it? Thank you, Pai-Hung Chen |
From: David N. <ma...@je...> - 2000-07-18 23:54:17
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> Hi > I'v implemented the polygon reduction algo described by S. Melax in > gdmag (ok, it was easy: he gives the source code :) ). But now, I have > to texture the reduced object, and I was wondering what was the common > approach in this case...? > > Thx > In my LOD module you can flag out with a mask as NOT collapsable vertices with certain properties, like having different material, border vertices, smoothing groups, different uvs, etc... This is because my aproach (and almost anybody's for the sake of api efficiency) is NOT generating new vertices. The only real problem is educating artists to make them know how things work and to use that knowledge to get better quality LOD. Regards David Notario |
From: Ales M. <ja...@sl...> - 2000-07-19 00:16:06
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Stan has a plug-in for 3dsmax that preserves texture coordinates, material,... Look on his web page for the plug-in, he recently released the code for it too. It's all there:)) Good man Stan:) ----- Original Message ----- From: mandor <ma...@sd...> To: Algorithms List <alg...@3d...> Sent: Tuesday, July 18, 2000 1:09 PM Subject: [algorithms] Polygon reduction & texture > Hi > I'v implemented the polygon reduction algo described by S. Melax in > gdmag (ok, it was easy: he gives the source code :) ). But now, I have > to texture the reduced object, and I was wondering what was the common > approach in this case...? > > Thx > > Mandor > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Leigh M. <lei...@ro...> - 2000-07-19 13:21:22
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Sorry if OT but I have spent way too long on this 3ds exporter thing. I wrote some code to read a 3ds file and things work for the most part. I have the basic models and texture mapping working right but somethings wacked. I have a house.3ds file that is basicly a box and roof but the roof never lands on top of the house. If I join the roof and box then it works ok. I do know that there is a local matrix in the file but using it every which way but loose doesn't help. The NVidia toolkit viewer also doesn't show the roof right. Is this a common thing? I also looked into a MAX plugin but there doesn't seem to be much docs on this. Any help on getting a model out of MAX would be much appreciated and I can give my semi-broken code out if it helps fix it. Leigh McRae |
From: Jonathan B. <jo...@bo...> - 2000-07-19 22:05:27
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Leigh McRae wrote: > Any help on getting a model out of MAX would be much appreciated and I can > give my semi-broken code out if it helps fix it. I would not bother with .3ds files. It's an old format and is not useful for much. What I did was start with the "ascii exporter plugin", the source for which is in the MAX sdk. It is incredibly easy to start with this plugin and modify it to output whatever file format you want. Or, you could just parse the ascii output that this plugin provides. Look in maxsdk/samples/impexp/asciiexp. -Jonathan. |
From: Marco C. <ma...@pr...> - 2000-07-20 13:47:23
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----- Original Message ----- From: Leigh McRae <lei...@ro...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 3:21 PM Subject: [Algorithms] 3DS woes. > Sorry if OT but I have spent way too long on this 3ds exporter thing. > > I wrote some code to read a 3ds file and things work for the most part. I > have the basic models and texture mapping working right but somethings > wacked. I have a house.3ds file that is basicly a box and roof but the > roof never lands on top of the house. >The NVidia toolkit viewer also doesn't show the roof right. Is this a common thing? > Any help on getting a model out of MAX would be much appreciated and I can > give my semi-broken code out if it helps fix it. > Leigh McRae I found similar problems, common with all other viewers...I fixed it removing history; if you remove history from 3dS MAX and then export the .3ds model,it should work fine... Marco Corbetta ma...@pr... > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > |