On Feb 13, 2006, at 9:01 PM, Joseph J. Strout wrote:
I finally took some time to look at Jeff's example, and I think
I've found the problem. The models Jeff is loading have triangle
normals.
Fortunately, there is a pretty easy fix: don't use triangle normals
with models you're going to morph! Then Quesa/QD3D will
recalculate them on each frame, and they'll always be correct even
as your model morphs.
Thanks for the help, Joe! I'll give it a try on my models when I get
a chance.
As a side note, Jeff, I notice in your demo that you're looping
over the vertices and interpolating for each one. That's OK, but
not as fast (nor as easy!) as it could be; the VectorList class has
methods to operate on the entire list at once. I'd demonstrate,
but I have to run; let me know if you want any help figuring that out.
I'll look into this too (and shout for help if need be!). My only
goal in this test is to get the morphing working and solve my
backfaces triangle problem -- I haven't optimized anything yet. As a
teaser, this demo app might show up in my talk at REALworld if I can
clear out enough of the bugs to make it presentable :)
==
Jeff Quan
jquan at mindspring dot com
http://www.geocities.com/jeffqportfolio/
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