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AntiGuy

General Class Structure for 3D modeling tool

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I'm building a 3D modeling tool from scratch and although I've tried a few implementations, I'm wondering the ones that professional tools use might be. Right now models consists of a collection of polygons which contain vertices and indices for rendering. But, I noticed that many tools usually work in quads on a polygon basis or at least that's what the wireframes tell me. Maybe that just comes with the modeling technique. Is there best a best way to have things set up? I think I find how the wireframe is drawn most confusing.

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Modelling packages provides a number of ways to build a surface, including polygons (triangle, quad, arbitrary-sided), but other types of surfaces can also be used within the same model.

Some food for thought:
http://en.wikipedia.org/wiki/Subdivision_surface
http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline

Usually when exporting a model to a game-engine, all the surfaces in the model will be converted into triangles for rendering. However, as DX11 (and beyond) become more popular, then we're going to begin seeing subdivision surfaces rendered directly, just how we currently render using triangles...

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