On Jul 30, 2005, at 5:25 PM, Frank Condello wrote:
There's two ways to do this:
1) Don't share vertexes, and submit normals with your mesh. So
instead of 4 vertexes to define the pyramid use 12 (3 per triangle)
and assign normals to each equal to the facet normal.
2) Apply a "none" interpolation style to the geometry (with declares).
Thank you very much, Frank: the first method (though it is tedious
to load everything up) works just fine. I really appreciate the
suggestion!
PS. I wanted to use pyramids for the vector tip because I guessed
that an object having only five faces would render more quickly
than something more complicated like a cone. Am I correct about this?
Depends - a highly subdivided cone may take more time to render,
but performance in Quesa tends to degrad more as the object count
goes up rather than the triangle count. So 100 pyramids may
actually render at the same speed as 100 cones using 3 times the
triangles.
Also, you can create a 3-sided cone using the built-in cone
primitive and a subdivision style. Grab my Quesa Wrappers project
(here: <http://developer.chaoticbox.com/>) and check the
"StylesAndIllumination.rb" example project. It creates a cylinder
where you can dynamically alter the mesh resolution with a slider.
It works the same way for a cone, and if you use this approach you
can allow people to change the resolution at runtime to trade
visual quality for performance, or even have the mesh modify itself
dynamically depending on the distance from the camera (continuous
LOD).
This is a really interesting idea! I had no idea one could do this.
Your Quesa Wrappers classes look *very* interesting and useful. I
wish that I had known about them earlier before I had so much
invested in code! I will look forward to studying them more closely.
Thanks again,
Tom Moore
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