tsx programming: geometry question 2004-04-12 - By Richard R. "Remnar"
Back Sorry about the big email earlier. I been at it for 12 hours straight so I guess my brain needed a reboot. Well I figured it out, and it was rather simple (as usual the case it is). It was simply comparing the vertex that shared the length and the apothem to the face center on the z axis. And if the z axis of this point was above or below the world axis, then i would simply flip the comparison. I hope this works on all geometry and not just a sphere (or its back to the drawing board and 12 hour work days sigh). For all the trouble i caused, I should have a test render soon for you to gawk at =) BTW, for those of you who had trouble with making plugins in the past, take some algebra and geometry coarses at a local college or do what I did and get the CD's heh. Believe me it helps more than you ever could know (at first).
Richard R.
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