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Mesh modification #405007
07/20/12 22:59
07/20/12 22:59
Joined: Aug 2011
Posts: 58
Colombia/Bogotá
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wdakfenixx Offline OP
Junior Member
wdakfenixx  Offline OP
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Joined: Aug 2011
Posts: 58
Colombia/Bogotá
Hi, I´d like to ask if anybody knows how can I invert the normals of the triangles of a mesh, and how to combine two or more entities into just one?


CAUTION :The content above could blow your mind
Re: Mesh modification [Re: wdakfenixx] #405012
07/21/12 00:01
07/21/12 00:01
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
look at ent_buffers and D3DVERTEX
with those you can easily invert the normals of the model


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Re: Mesh modification [Re: MasterQ32] #405015
07/21/12 07:46
07/21/12 07:46
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
i cant remember how i use to do
this on other graphic engines
i think i flipped triangle direction through
vertices indices 123 to 321 and recslculate
normals .dont realy on my word
i have not done in gamestudio
yet .there was also something about
backface culling direction cloclwise
or counter clockwise


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Re: Mesh modification [Re: Wjbender] #405040
07/21/12 18:25
07/21/12 18:25
Joined: Aug 2011
Posts: 58
Colombia/Bogotá
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wdakfenixx Offline OP
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wdakfenixx  Offline OP
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Joined: Aug 2011
Posts: 58
Colombia/Bogotá
I knew that if I recalculate the indices, the normal changes, but I need simpler method.

can you explain to me how do I use this function?ent_buffers.


CAUTION :The content above could blow your mind
Re: Mesh modification [Re: wdakfenixx] #405042
07/21/12 18:34
07/21/12 18:34
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
Hi, I´d like to ask if anybody knows how can I invert the normals of the triangles of a mesh, and how to combine two or more entities into just one?

Why would you need to do such thing, what are you trying to accomplish? You can easily change the cullmode in a shader so that you can f.i. show the backfaces of a model (or deactivate face culling completely) or even render the model multiple times with different cullmodes (for example for a cartoon outline shader).


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