Mikachu wrote:Oops, you're right!
I didn't see that... and the compiler didn't tell me it's weird (returning a private type from a public method)
No problem, I'm a sort of tester!
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12:40:17: Can't assign material to SubEntity of Ogre/MO3 because this Material does not exist. Have you forgotten to define it in a .material script?
jokoon wrote:I wonder if I could be any help, I'm not the best coder out there, but I have time and this really is a feature I'm looking towards to.
jokoon wrote:Found this, how good do you think it is ?
zarfius wrote:It does take a long time and a lot of careful testing. The basic idea to to cut each polygon by the "planes" of any intersecting polygons and then remove any polygons on the inside of the solid shape.
zarfius wrote:It does take a long time and a lot of careful testing.
Mikachu wrote:zarfius wrote:It does take a long time and a lot of careful testing. The basic idea to to cut each polygon by the "planes" of any intersecting polygons and then remove any polygons on the inside of the solid shape.
Yeah, that's the method I used for 2D CSG, and that I intended to use for 3D CSG too (seg-seg instead of tri-tri intersections, but it's the same idea..)
So I'm not the only one to have had this ideazarfius wrote:It does take a long time and a lot of careful testing.
Even if 2D CSG is probably easier, it was still a big pain to test every possible case, so I guess you're right
jokoon wrote:What is the difference between 2D CSG and 3D CSG ? I understand 3D CSG is the one describe on the wikipedia page, but in this case what does 2D CSG look like, can you give me an example ?
jokoon wrote:discovering the manual... for the first time
duststorm wrote:Indeed, I also discovered the manual thanks to that link.
I must say, great job! You don't see that many projects this small and young that have good documentation.
Often one can be glad if there is a good API documentation, you guys already have a manual.
jokoon wrote:Is there already some function to attach pieces of geometry, or is it a function I should do myself ?
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int CubicHermiteSpline2::loadFromSVG(Ogre::String filename, Ogre::String shapeName, bool moveToCenter, Ogre::String group)
Mikachu wrote:That is quite easy, actually (I assume you mean packing as in static geometry, not 3D CSG...)
Instead of calling realizeMesh() from one generator, you can call addToTriangleBuffer() for each generator.
Then, when your TriangleBuffer is ready, transformToMesh() will create an Ogre Mesh
duststorm wrote:That's a good part for adding to the manual
Mawen wrote:Any word on a possible C# (Mogre) port/wrapper?
Mikachu wrote:Looks like adding documentation to a project is a never ending task
I'll write an introduction to these classes (TriangleBuffer, MeshGenerator...)
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