CSG Code
Leon Pennington <[email protected]> Wed, 13 Oct 2004 00:22:02 +0100
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
Hi all, Completed a working version of my CSG code using BSP as its base, and it comes in at a very compact 400 lines of code in my little testing program ( a tenth the size of the BREP implementation ), and its very quick so quick I tried timing it and the two cubes CSG I was using for a basis didn't even register a time above 0.0. Its only a proof of the fact that it works, and not that sophisticated but I feel confident in using this as a basis for KPOV. Now comes the part of intergrating it into KPOV. This is quite a big task since lines are no longer good enough, and all the objects will have to be converted too using polygons ( Obviously excluding lights and cameras, and other none solid objects ). I'm willing to do this. Though it has occured to me since I'm converting them anyway, how about we take advantage of this, I've been think of a global detail level for a while now. Some one mentioned it when I did the Heightfield display, but also generating the sphere sweep, with its values for detail as well. I was wondering what people would think of a global detail level for all object ( well most, it wouldn't apply to cubes for instance, only onjects with rounded surfaces ), and what would be the preferred way to achieve this. I thinking coding wise, where would the objects get the value for detail from. perhaps a parameter to createViewStructure? -- Leon Pennington "If you give someone a program, you will frustrate them for a day; if you teach them how to program, you will frustrate them for a lifetime." List archive and information: https://mail.kde.org/mailman/listinfo/kpovmodeler-devel