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3 messages
3 total messages Started by Shane G. Artis Sun, 11 Oct 1992 22:12
Using NeXT 3D kit to dump tesselated surfaces
#1406
Author: Shane G. Artis
Date: Sun, 11 Oct 1992 22:12
21 lines
1489 bytes
	Hi, I've found by using the 3D kit on RIB files that I can produce
good wireframe views of the 3D images by choosing a wireframe model.
My goal is to dump RIB primitives and composite solids into polygonal
patches which I can render with a ray-tracer (instead of prman which
doesn't support ray-tracing).  Is there any way to get at the (x,y,z)
coordinate data of the wireframe solids being drawn on the screen by
methods such as renderSelf:, or using the RenderMan interface commands
directly?  

	This would make the 3DKit a high-quality surface tesselator
for solids, patches, NURBS, and so on which is a useful ability.  Any
clues would be appreciated. My instinct is to use the
convertPoints:fromSpace methods and their ilk found in the N3DShape
and N3DCamera objects, but I don't see an immediate or even sneaky
low-level way to get at the points.

	Help much appreciated!

Regards,

Shane
Re: Using NeXT 3D kit to dump tesselated surfaces
#1420
Author: Nate Sammons
Date: Mon, 12 Oct 1992 04:03
13 lines
933 bytes
Well,

If you are looking for a sneaky way to do this on a low level,
the lowest I can think of is manipulating the RIB file directly,
and bypassing the 3DKit.  As I assume you know, RIB files are just
text... so it is a simple matter to get at them... I don't want to
make it sound too simple, but writing a program to parse a text
file and convert the wanted parts should not be that hard.

'hope this helps.

-nate
 ns111310@longs.lance.colostate.edu
Re: Using NeXT 3D kit to dump tesselated surfaces
#1438
Author: Shane G. Artis
Date: Mon, 12 Oct 1992 16:11
31 lines
1878 bytes
In article <Oct12.040326.76442@yuma.ACNS.ColoState.EDU> ns111310@longs.LANCE.ColoState.Edu (Nate Sammons) writes:
>Well,
>
>If you are looking for a sneaky way to do this on a low level,
>the lowest I can think of is manipulating the RIB file directly,
>and bypassing the 3DKit.  As I assume you know, RIB files are just
>text... so it is a simple matter to get at them... I don't want to
>make it sound too simple, but writing a program to parse a text
>file and convert the wanted parts should not be that hard.
>
>'hope this helps.
>
>-nate
> ns111310@longs.lance.colostate.edu



Actually this is exactly what I'm trying to avoid.  Tesselating
surfaces given the surface paramtrization only is a huge and difficult
job, especially when you're dealing with NURB patches, Constructive
Solid Geometry objects, and so on.  Try writing a program that
dumps the subtraction of a cylinger from a sphere as a surface of
polygons and you'll see what I mean.  However, the 3Dkit does this
all automatically so I want to get at its results.  In addition,
the 3Dkit knows how to maintain object hierarchies, keep track
of surfaces associated with those objects, and so on.  I _don't_
want to reinvent this wheel!

Anyway, thanks for trying to help.  Anyone have any other ideas?

Shane
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