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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2001-December/000830.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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diff --git a/pipermail/nel/2001-December/000830.html b/pipermail/nel/2001-December/000830.html new file mode 100644 index 00000000..ad05065b --- /dev/null +++ b/pipermail/nel/2001-December/000830.html @@ -0,0 +1,132 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Re: Nel digest, Vol 1 #207 - 4 msgs + </TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:psiegel%40geneticanomalies.com"> + <META NAME="robots" CONTENT="index,nofollow"> + + <LINK REL="Previous" HREF="000831.html"> + <LINK REL="Next" HREF="000832.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs + </H1> + <B>Paul Siegel + </B> + <A HREF="mailto:psiegel%40geneticanomalies.com" + TITLE="[Nel] Re: Nel digest, Vol 1 #207 - 4 msgs">psiegel@geneticanomalies.com + </A><BR> + <I>Wed, 19 Dec 2001 11:05:16 -0500</I> + <P><UL> + <LI> Previous message: <A HREF="000831.html">[Nel] Landscapes without 3DSMax +</A></li> + <LI> Next message: <A HREF="000832.html">[Nel] precompiled header file +</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#830">[ date ]</a> + <a href="thread.html#830">[ thread ]</a> + <a href="subject.html#830">[ subject ]</a> + <a href="author.html#830">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Cyril to the rescue again! (Or do you prefer Hulud? And if so, will you +tell me what it means?) You know, I've gotten slower responses from +"support" that I pay for. My thanks again. + +><i> You can build patches with an heightfield. It a fast way to generate +</I>><i> a simple lansdcape. Simply raise the tangeants vertices with the joined +</I>><i> vertices of a bezier patch : you have a heightfield ! +</I> +Hmm, I'm not sure I parse this, but it intrigues me. Unfortunately, my +knowledge of height fields is even less than that of bezier patches, the +latter of which I've only learned as I researched writing this plugin. What +do you mean by "the joined vertices"? Are these the four outer corner +vertices of a bezier patch? And what happens to the interiors? + +><i> The BindEdges info are required to properly link patches together at +</I>><i> runtime. You have to filled them for internal zone linking. zone_welder +</I>><i> will fill them of inter-zone link. Hear come some explications on how to +</I>fill the +><i> CBindInfo. +</I> +Thanks, the info was very helpful. I've coppied it over into a monospaced +text file, and it all makes sense. I'm guessing now that the program I've +been working with is much more simplistic than what you've had to deal with +(though I guess it doesn't take much to be more simplistic than max!) + +The plugin includes the following code with which I can deal: + +typedef struct { + float x, y, z; +} SP_Vector; + +typedef struct { + long v1, v2, v3; +} SP_Triangle; + +typedef struct { + SP_Vector ctrlPoints[4][4]; + + long numPoints, numTriangles; + SP_Vector *points, *normals; + SP_Triangle *triangles; +} SP_Patch; + +void SPExportPatch(SP_Patch *patch) +{ + /* This function is called for each patch in a layer. */ + /* Every patch is described as both a set of control points (for a cubic +Bezier */ + /* patch) and as a set of triangles - use whichever you need. */ + } + +Unfortunately there appears to be no information whatsoever on the +interconnectivity of the patches. Therefore, I can either add some complex +ruitines to mathematically figure out which patches are adjacent to each +other and therefore how to bind them, or move along to another piece of +software with hopefully better export data. I'd really hate to do the +former as I've actually got the thing exporting zone files (they just have +no bind info, and would probably look like hell if I tried to use them). +The latter though seems rather intimidating, especially with my limited +knowledge of three dimensional geometry. + +Well, before I make that decision I want to be sure I understand all the +data I need to create these patches. I've got the vertices, tangents, +interiors, and now the BindInfo structs. There is also an array of +BaseVertices in the CPatchInfo object that I don't think I understand. +Besides that the rest of the data appears to concern coloration and tiles, +which I'm not going to worry about yet (recall that's phase 2). Is it valid +though to set OrderS and OrderT to 0, and therefore only supply a single +color for the entire patch? Will the patch render, or will I see nothing +until I complete phase 2 (painting the patches)? + +Paul + + + + +</pre> + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000831.html">[Nel] Landscapes without 3DSMax +</A></li> + <LI> Next message: <A HREF="000832.html">[Nel] precompiled header file +</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#830">[ date ]</a> + <a href="thread.html#830">[ thread ]</a> + <a href="subject.html#830">[ subject ]</a> + <a href="author.html#830">[ author ]</a> + </LI> + </UL> +</body></html> |