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Re: Tearing in trimesh morphs

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Tearing in trimesh morphs
From: Jeff Quan <jquan at mindspring dot com>
Date: Tue, 14 Feb 2006 08:21:02 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
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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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