Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
i have a quad that consist of 4 vertexes and 4 indices (making up the face) e.g. 1,2,3,4
i want to have 2 triangles. Would i order the indices then as 1,2,3 and 3,2,4 ?
the resulting mesh still has holes.
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Registriert: Do Sep 02, 2004 19:42 Beiträge: 4158
Programmiersprache: FreePascal, C++
Normally, if you have the original vertex data available in the order you would need it to draw the quad directly, you should be able to reuse them without changing anything. (or did I missunderstood your question?)
greetz Lord Horazont
_________________ If you find any deadlinks, please send me a notification – Wenn du tote Links findest, sende mir eine Benachrichtigung. current projects: ManiacLab; aioxmpp zombofant network • my photostream „Writing code is like writing poetry“ - source unknown
„Give a man a fish, and you feed him for a day. Teach a man to fish and you feed him for a lifetime. “ ~ A Chinese Proverb
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
I am trying to read in .obj files from the dynamic ambient occlusion demo from the nvidia site. Appearantly the vertexes are ordered correctly for usage with quads but not optimized for usage with triangles. I better get hold of some more obj files.
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