A quick question

You will end up with a face that has colinear edges. I think that recent versions of 3DC will render it properly with proper shading. When you import into any game development system it will be triangulated. That is true of all models. But, if somehow you were able to actually remove the points after removing the edge that would be a BAD thing. It is called a t-junction and it does not render correctly. It is pretty hard to make a t-junction in 3DC. The only way I can think you could do that is to delete the two faces and then rebuild them manually using the Create Triangle plug-in.

On a side note one of my goals for 7.0 is to allow concave faces and hopefully faces with holes. So if I get everything working the way I want you would be able to have just 12 faces in that particular object instead of the current minimum of 22. It won’t make it render any faster, but it will make some things (like extrudes and texturing) easier.

Richard

Can I remove the highlighted edge without causing problems with bad geometry ? I know it will leave two points not connected – is this wrong and a bad thing to do ? The model is to be exported into blitz3d or darkbasic pro.
Many thanks.

seems like as long as the faces left and right of the edge have not been moved out of the same plane, they should act as a unified face. I’m not sure how 3DC handles it, not having worked with the algorythms. In 3ds max, the remaining single face would actually be treated as 2 triangles in the algorythm, though it would show as one face. However if ther edge had been moved at all, the edge would remain even if it appeared you removed it, and the adjacent faces treated as 4 triangles. The fact there are two unconnected points should be superfluous.

I’d like to know what you find out, as indeed I don’t know. Also I’d like to know if 3DC treats a planar quadralateral as a planar quadralateral, or as two triangles which appear to be a quadralateral.

Thanks for that.

I will look into this a bit more and let you know what I find. (exporting to b3d, x, etc)

Hi Alan,

Isn’t this a similar situation.
Only the points along the ridge are connected by an edge.
This loaded into Blitz OK, but I don’t use Dark Basic.
I also tried it with the base of the cube diveded like the top and this worked ok also.

Bazza

If I recall, only 3DC will retain your vertices so simplified. Fo instance, if you used the plugin ‘merge faces’, it would making texturing the faces easier, but if you then export it… to say 3D Studio format, it will tiangulate the faces and you will eng up with what you started with… the edge and ‘more’ will return.

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