Booleans, unions, subtractions and all the rest
Hi,
Does anyone know how to split apart a mesh until it reaches the primities it was made of?
I can't quite make myself understand what the heck you're specifically asking in this question.
You talk about boolean operations (on a mesh I presume) in your topic but then start talking splitting "a mesh"?
Maybe it's just the lack of sleep, but the way my brain is only iterating over this is:
mesh -> primitives
= mesh -> triangles -> verticies
= depends on how mesh is stored/implemented
You talk about boolean operations (on a mesh I presume) in your topic but then start talking splitting "a mesh"?
Maybe it's just the lack of sleep, but the way my brain is only iterating over this is:
mesh -> primitives
= mesh -> triangles -> verticies
= depends on how mesh is stored/implemented
Console:make -k all g++ question.cc -o resultccSsEyHL.o(.text+0x1f):main.cc: undefined reference to `_question_about_boolean_mesh_operations@16'ccSsEyHL.o(.text+0x24):main.cc: undefined reference to `_mesh_implementation_details@8'collect2: ld returned 1 exit statusmake: *** [main] Error 1make: Target `all' not remade because of errors.
Sorry,
I haven't had much sleep. lol. Anyway, i was looking a the mesh of a shop which was essentially a box with 2 boxes subtracted from it to form an inside and a door. When the likes of 3DSMax exports this mesh to ascii format all 3 boxes are looked upon as 1 single mesh but i wanted to slip apart that mesh back into those 3 boxes.
Sorry again for bad spelling of anything,
Mike
I haven't had much sleep. lol. Anyway, i was looking a the mesh of a shop which was essentially a box with 2 boxes subtracted from it to form an inside and a door. When the likes of 3DSMax exports this mesh to ascii format all 3 boxes are looked upon as 1 single mesh but i wanted to slip apart that mesh back into those 3 boxes.
Sorry again for bad spelling of anything,
Mike
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