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Re: Some questions: OpenGL and free 3D models







>> Consensus amongst people I've asked is to fake up a second vertex [1]
>Yep. That's the *only* way.

OK. Good. I'm not overlooking something obvious then.

> [1] essentially transforming the model into one which can be
> unrolled onto a flat surface without breaking any edges or
> polys or making any polys or edges co-incident.

That's an odd way of looking at it - but yes.

>I like to think of vertices as being 12-dimensional points
>(x,y,z,s,t,nx,ny,nz,r,g,b,a), we view them in 3D by dropping
>the last 9 coordinates. The vertices that lie along the texture

What's nx,ny,nz? position,texture,something,colour..?


I'm having enough of a headache dealing with all the objects having 4D positions
specified...