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# What the hell are the faces?

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Hi, When I read a model file, in all of them I find faces, for example: in ASC files one of the faces is like this: Face 0: A:0 B:3 C:4 AB:1 BC:1 CA:0 I think I understand that the faces are the polygons... but then, what do those numbers mean (A:0 B:3, etc.)? Thanks

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Those faces are triangles, not polygons. A, B and C is the vertex array index. AB BC and CA are edge flags... don''t care about them :]

Hope that helps.

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All triangles are polygons, so FreJa is right, they''re polygons. I guess what you''re trying to say is that they''re not just any kind of polygon, but triangles.

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too clear things for you.

The faces are the actual triangle but the value is not the actual coordinates for you triangle. Inside the file you should also have a list of vertices, this is the actual coordinates which you would like to draw.
So if your face 0 has the three points A = 0, B = 3 and C = 4 then you just does:

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Yeah, of course youRE right, triangles are polygons... I just meant that they are not arbitrary polygons, but triagnles. As you said.

Ah.

:]

[edited a typo]

[edited by - Michbeck on April 2, 2003 5:45:23 PM]

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my psuedo code f****d up bad =)

glVertex3f( verticesLink



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i surrender!

each face corner points too the corresponding coordinates in the vertices list..

Damn, I hate brackets!

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Try source tags:

  //eeeko''s code:glVertex3f( vertices[A].x , vertices[A].y , vertices[A].z);glVertex3f( vertices[B].x , vertices[B].y , vertices[B].z);glVertex3f( vertices[C].x , vertices[C].y , vertices[C].z);

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Thats a ASE file format? MESH_FACE
A B C are points.
AB BC CA are edge. Just ignore the rest of the line.

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Thanks Bagel man, source tags, hm, I''ll remember that in the future =)

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