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Subject: 
Re: CW/CCW, vertex sequence, co-planar, convex, (115kB)
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 30 Sep 1999 15:14:53 GMT
Viewed: 
532 times
  
On Wed, 29 Sep 1999 20:50:44 GMT, "onyx" <onyx@flash.net> wrote:

true 3D programs don't deal with infitintely thin objects well... anyone who
has ever built a doom level knows this ("hall of mirrors", for the
experienced)..
but many of our primatives are infiniteley thin (4-4cyli.dat) and were created
to be used as 2-sided objects with zero thickness... this way they could act as
either an outside *or* inside surface with normals facing in both directions...
this won't work with the direction we're headed in..

It wouldn't be impossible to fix primitive usage so that primitives such as
4-4cyli.dat are always applied as infinitely thin 1-sided objects.  Would
that solve the problem?

making the programs deal with the innacuracies and correct them "on the fly" is
wrong... totally re-rengineering the library is practically impossible.. but
there is a real issue getting started here.. and it's only going to get worse..

I don't think re-engineering the library is impossible.  Challenging,
maybe.  A lot of the more-complex pieces would need serious work.  Basic
bricks, plates and tiles can be re-generated with some simple code.
Probably some other parts as well.  Cleaning/verifying the primitives will
go a long way.

Steve



Message is in Reply To:
  Re: CW/CCW, vertex sequence, co-planar, convex, (115kB)
 
There are commands in 3DS and 3DSMAX to "unify" normals (normals are what we're discussing... the vector that points perpendicular to a face, indicating which side is "out", which side is shaded or rendered)... i would assume there is documentation (...) (25 years ago, 29-Sep-99, to lugnet.cad.dev)

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