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Polygon visibility (DE/EN) #204843
05/01/08 23:12
05/01/08 23:12
Joined: Jan 2008
Posts: 34
Fab4 Offline OP
Newbie
Fab4  Offline OP
Newbie

Joined: Jan 2008
Posts: 34
Hello,
is it possible to make both sides of a polygon visible?



Tach zusammen,
ist es irgendiwe mögliche, dass beide Seiten eines polygons sichtbar werden?


Last edited by Fab4; 05/01/08 23:13.
Re: Polygon visibility (DE/EN) [Re: Fab4] #204845
05/01/08 23:15
05/01/08 23:15
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
copy the whole model, select one of the copies(edit->select connected would help alot)

than flip normals of the selected model.

then go in to vertex mode select all vertices and press merge button. this is all.


3333333333
Re: Polygon visibility (DE/EN) [Re: Quad] #204846
05/01/08 23:31
05/01/08 23:31
Joined: Jan 2008
Posts: 34
Fab4 Offline OP
Newbie
Fab4  Offline OP
Newbie

Joined: Jan 2008
Posts: 34
thx for the quick answer,
but wouldnt it increase the number of polygones?

Last edited by Fab4; 05/01/08 23:34.
Re: Polygon visibility (DE/EN) [Re: Fab4] #204990
05/02/08 19:48
05/02/08 19:48
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
Of course it would, but there is no way to prevent it create more polygons, if you had modelled a model with both inside and outside it would still be more polygons than outside, no way to prevent this for what I know :p


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Polygon visibility (DE/EN) [Re: Darkyyes] #205003
05/02/08 20:53
05/02/08 20:53
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Have a look in the wiki:
 Quote:
with the cullmode variable you can specify if the polygons should be rendered two sided. (->
http://www.coniserver.net/wiki/index.php/ImprovedOverlay

Its this part in the material:
 Quote:
CullMode=CCW; // CCW or None



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