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Qwaizang:syntax_entity_
[MX04] Silhouette of 3D Objects
This might be beyond the scope of these forums and, perhaps, futile -- in flash at least.
In the background of other projects, I'm attempting to code a 3D engine that uses the curveTo method to generate an approximation of "real-time" NURBs. The only real sticking point I'm struggling with is how to organize the points in each object.
In order to achieve the appearance of a smooth object, all I need is to select the points whose normals are closest to 90-degrees from the camera, then connect them in order to trace the outline of the object. This sounds simple, but how do I sort the points such that they become arranged in a closed loop, no matter what shape their collective arrangement reveals?
So far, the easiest way seems to be to treat the objects as though they were actual NURBs by modeling each in vertical columns of points that trace the volume of said object. Is there an easier way?
Also, where can an easy to understand backface culling algorithm in AS be found?
+Q__
Qwai•zang \kwî-'zan\ n [origin unknown] 1 : abstract designer, esp. of complex real-time experiments, c. 21st century
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