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Author Topic: Free channel: CustomGeometry  (Read 52952 times)
March 24, 2013, 03:27:25 am
I know it will probably still crash, but here is a 32 bit version in case it is useful.

* CustomGeometry.dll (27.5 KB - downloaded 211 times.)
March 29, 2013, 12:09:19 pm
Thanks Darren for recompile! Wink
But now I have question about some math.
It's good idea to bind vertices with indexes, but I think It has a weakness.
Look: If we want to draw lines basing on 3x3 vertices, ideally it may takes 12 lines (not so really hard to count it). I have developed "snake algorithm" that can draw lines, but in some places with double line's draw, so with 3x3 vertices there will be drawn 16 lines.
It not so important with low amount of vertices, but with huge amount you can see some drawdown with these double draw lines.
So, the question is: Did anyone faced with this already? And is there a better way to draw lines without double draw?

* Index_fill.jpg (53.38 KB, 864x326 - viewed 342 times.)

Quest3d - challenge yourself!
July 30, 2013, 09:26:52 am
I introduced Texture2HeightMap as a  plug-in and an HLSLobject here. The plug-in version is a spin-off of this thread.

Texture2HeightMap addresses Quest3D artists with a low time budget, willing to pay for a comfortable solution: It is well documented, hopefully robust and reliable, and comes with demos and a manual. It provides floating point texture support, and is designed to produce compound 3D ObjectData.
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