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how to calculate geometry? e.g. a dome https://delphigl.com/forum/viewtopic.php?f=19&t=2601 |
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Autor: | noeska [ So Mär 07, 2004 15:32 ] |
Betreff des Beitrags: | how to calculate geometry? e.g. a dome |
How does one caculate geometry like a dome with normals and texture coords? Are there tutorials available on the subject. |
Autor: | Delphic [ So Mär 07, 2004 18:42 ] |
Betreff des Beitrags: | |
have a look at lathe or extrusion objects. these can be saved with very few diskpace needet... you only need some control points and then rotate them. another thing would be mathematical fractals - can be very interesting when creating trees, plants or mathematical surfaces. |
Autor: | Mars [ Mi Mär 10, 2004 21:23 ] |
Betreff des Beitrags: | |
If you have only a point- or triangle set, there is no "correct" way to compute texture coordinates or normal vectors - only various possible approximations (such as interpolating point normal vectors from neightbouring triangles). If you need to generate textures for arbitrary meshes, you can write an UV-Unwrapper (it's not that hard, just have to keep in eye which edges are neighbours and which not) - however, you will have to draw the textures yourself afterwards (but it's the possibility with least texture distortion). Other texturing methods, such as planar, spherical and cylindrical mapping work only well on certain types of objects. If you have a functional description of your object (such as Bezier curves or splines, such as the OpenGL evaluators) you can derive normal vectors and texture coordinates out of them (or let OpenGL do it - in case of evaluators), |
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