SubPatching oddities...

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-1 comments, last by A J Oja 21 years, 6 months ago
Greetings everyone! I''ve been trying to implement SubPatching tool (much like the one found in LightWave) into my engine with rather mixed results. When a subpatched mesh is created, the mesh gets ALOT more tris... in addition to that, I use B-splines to control the actual transformation "cage"... but that''s not really important is it ? My problem lies in this: when I "freeze" the mesh, (ie. deactivate subpatch tool and actualize the mesh) some of my surface normals get flipped. I''m pretty sure I can get it fixed, among some memory bugs, but I''d still appreciate if someone could give me pointers to similar code or papers. Such would help me overcome my own problems, because someone else might have better suggestions for algo implementations etc... you get the picture, yes ? I''m too lazy to search and I have too little time to go for a googleing spree - A.J. - "Where is the KABOOM!? There was supposed to be an earth-shattering KABOOM!"
- A.J. -"Where is the KABOOM!? There was supposed to be an earth-shattering KABOOM!"

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