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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [csilva at sbcs.sunysb.edu: Re: Holes and seams in GeomView]
With respect to your message below, I think the 3Dkit on the NeXT *does* let you choose whether you want to skip hidden lines (I think it implements a software Z-buffer), when you open up the 3D Camera object, but it is very slow ... if that's what you mean by a corresponding switch. One way to do this is to create an action on the interface for rendering and let the user choose the Z-buffer option for a given view. I really have not tried this yet (but will do so tonight), but I've seen some NeXT applications that must be using it for rendering. BTW, you guys did a great job on geomview. Congratulations !!! See you, Claudio. > From mbp at geom.umn.edu Thu Dec 9 17:56:41 1993 > Date: Thu, 9 Dec 93 16:35:30 -0600 > From: mbp at geom.umn.edu > To: wjabi at libra.arch.umich.edu > Cc: geomview-users at geom.umn.edu > Subject: Holes and seams in GeomView > Content-Length: 1198 > > Geomview on the NeXT does not correctly handle nonconvex polygons (in > an OFF object or in any other object). To draw nonconvex polygons you > need to first decompose them into convex pieces. One way to do this > with your example is to chop the bottom and top faces into four parts; > I've done this and have appended the modified OFF file below. > > The SGI version does correctly handle nonconvex polygons; the file you > sent looks fine on an SGI. The reason has to do with the underlying > graphics software. SGI's GL has a switch that we use to turn on > correct handling of nonconvex polygons. We'll check into whether > NeXT's Quick Renderman has a corresponding switch. > > Congradulations on your "crude picture", by the way! It's the best > 3D ascii diagram I've ever seen! > > --Mark > > > OFF > 16 16 0 > 0.0 0.0 0.0 > 1.0 0.0 0.0 > 1.0 0.0 1.0 > 0.0 0.0 1.0 > 0.0 1.0 1.0 > 1.0 1.0 1.0 > 1.0 1.0 0.0 > 0.0 1.0 0.0 > 0.8 0.8 1.0 > 0.8 0.2 1.0 > 0.2 0.2 1.0 > 0.2 0.8 1.0 > 0.8 0.8 0.0 > 0.8 0.2 0.0 > 0.2 0.2 0.0 > 0.2 0.8 0.0 > 4 0 1 2 3 > 4 1 6 5 2 > 4 6 7 4 5 > 4 0 3 4 7 > 4 8 9 13 12 > 4 11 8 12 15 > 4 11 15 14 10 > 4 9 10 14 13 > 4 6 12 13 1 > 4 14 0 1 13 > 4 15 7 0 14 > 4 12 6 7 15 > 4 5 8 9 2 > 4 10 3 2 9 > 4 11 4 3 10 > 4 8 5 4 11 >
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