Building with Dexter
+6
phontanka
MattD6R
Stevegr
jckhinks
graymac
Dexter
10 posters
Page 3 of 3
Page 3 of 3 • 1, 2, 3
Re: Building with Dexter
I noticed that you did each of faces of the curved surface in separate CreateMeshBuilder sections and was wondering if that was intentional or just to keep it simple for people to follow?
I generally try to combine faces in the same CreateMeshBuilder if I am using the same general lighting, colour and/or texture for these faces. It does make the numbering more complicated but I believe it reduces the load on the sim.
I generally try to combine faces in the same CreateMeshBuilder if I am using the same general lighting, colour and/or texture for these faces. It does make the numbering more complicated but I believe it reduces the load on the sim.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: Building with Dexter
There is a mention about that in the video. :-)
I was forced to do it that way, since when I put it as an all-in-one, it was not rendered correctly (no, it was not a mistake in the code). openBVE renders curved surfaces such as this one and also faces containing non-convex angles incorrectly. Try it and you will see it for yourself. :-)
I was forced to do it that way, since when I put it as an all-in-one, it was not rendered correctly (no, it was not a mistake in the code). openBVE renders curved surfaces such as this one and also faces containing non-convex angles incorrectly. Try it and you will see it for yourself. :-)
Re: Building with Dexter
Thanks Dexter, I hadn't realised that happens. I gave this a try on a object I have been working on. This object has walls that have arches in them so it is similar to your object. I added two additional arches as a test with one done your way with each face in separate CreateMeshBuilder sections and the other done as an all-in-one CreateMeshBuilder. But with both orientated the same direction next to each other they look exactly the same. When I do a all-in-one CreateMeshBuilder I essentially have each vertex that adjoins the next face listed twice. Unless I missed something I don't see this issue. 

MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Re: Building with Dexter
Thanks, I have watched this last one and I didn't had trouble following your explanations. It can certainly get a bit confusing calculating the texture coordinates and it is easy to make mistakes. When I first started object building understanding the texture coordinates was confusing but with practice it has became easier.
MattD6R- Posts : 264
Join date : 2013-06-16
Location : Brisbane, Australia
Page 3 of 3 • 1, 2, 3

» Driving with Dexter
» Summat for nowt! (Something for nothing)
» Dexter: Radius calculations in your developer document
» building a BVE route using GIS
» Building Models!
» Summat for nowt! (Something for nothing)
» Dexter: Radius calculations in your developer document
» building a BVE route using GIS
» Building Models!
Page 3 of 3
Permissions in this forum:
You cannot reply to topics in this forum
|
|