Re: [Algorithms] Doom lightmaps
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From: Pierre T. <p.t...@wa...> - 2001-02-26 11:36:46
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Ah, I see what you mean. But the issue there is not robustness, the problem is just that you can't really classify non-manifold edges in this case. Depending on what you further do with your silhouettes, you can adopt different strategies and come up with correct results anyway. For example, I have some code to fix non-manifold meshes by replicating the bad edges. You could just do that on-the-fly, i.e. test your example edge two times, with two sets of triangles. Or extend the silhouette rules to N faces. Or just mark all non-manifold edges as silhouette edges.Or discard them all. One way or another, your artist will probably fix them by replicating two vertices anyway. No? Pierre ----- Original Message ----- From: Alex Clarke <al...@ar...> To: <gda...@li...> Sent: Monday, February 26, 2001 12:06 PM Subject: RE: [Algorithms] Doom lightmaps > Ok, lets say we have an edge which is attached to three triangles. > How do you classify this as being a silhouette edge or not? > > Alex Clarke, Programmer > Argonaut Games PLC > > > -----Original Message----- > > From: Pierre Terdiman [mailto:p.t...@wa...] > > Sent: 26 February 2001 10:31 > > To: gda...@li... > > Subject: Re: [Algorithms] Doom lightmaps > > > > > > > Err, you must have the worlds most robust silhouette extractor! > > > I've never come across one that deals gracefully with non-manifold > > > meshes. > > > > I think I don't see the problem either..... (?) > > > > P. > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |