Re: XSI Triangulation to CDH
| Date : Thu, 08 Feb 2007 09:35:21 +0100 |
| To : XSI(at)Softimage.COM |
| From : André Adam <a_adam(at)49games.de> |
| Subject : Re: XSI Triangulation to CDH |
We already have an OGL Realtime Shader which does a, say, 90 percent job of showing even rather complex materials. Where it fails are render passes for transparencies, since XSI does not allow for defining the point in time when something is supposed to be drawn in the viewport. To circumnavigate this and other minor issues (environment mapping just does not work out between OGL and DX) we have our DX engine running in a CDH, basically allowing the artists to work in the OGL RT View and, from time to time, get a perfectly correct preview from the CDH - except for the triangulation issue...
Anyone from Soft who would like to give a hint at the actual triangulation algorithm used?
Cheers!
-André
François Painchaud wrote:
Some good links about triangulation algorithms and libraries to keep you busy:
www.cs.cmu.edu/~quake/triangle.html
www.cs.berkeley.edu/~flab/cs294-5/project2/mesh.html
http://gts.sourceforge.net
www.andrew.cmu.edu/user/sowen/software/triangle.html
www.cs.berkeley.edu/~jrs/mesh/
François
Le 2007-02-07 21:45, Wessam Bahnassi a écrit :A pretty easy triangulation algorithm (it might be the one XSI is using, but I'm just guessing) is the GLUtesselator. For the matter of CDH, I had to code DSK|ShaderBass for a while, and that was basically another real-time rendering engine for XSI. It used CDH though, and what we did was to attach a custom RT shader node to the material, and in our plug-in, we ask the GraphicsSequencer to render all objects using materials with that shader attached. This way, you get your triangulation automatically done by XSI the way it does it for all other RT shaders.
I hope this helps,
Wessam Bahnassi
Microsoft DirectX MVP,
Programmer
Electronic Arts
--
'Talk is cheap because supply exceeds demand'
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Alan Jones Sent: Wednesday, February 07, 2007 6:47 AM To: XSI(at)Softimage.COM Subject: Re: XSI Triangulation to CDH
Hi André,
Unfortunately we can't access this - though I did request the ability to access the underlying representation of any set of components.
i.e. from a selection of polies get the polygons which make the subdivided version, for edges get the edges which represent the subdivided version of those edges.
It would allow things like what you're suggsted as well as building proper wireframe rendering solutions (pushing the sudivided mesh as curves to the renderer etc).
Anyone else who wants to add their name to that box would be great for getting Soft to push it up the priority ladder :-)
Cheers,
Alan.
On 2/7/07, André Adam <a_adam(at)49games.de> wrote:
ofHello alltogether,
does anybody familiar with the C++ SDK know if it is possible to
reference the triangles resulting from XSI's internal triangulation
polygon meshes from a given facet?can't
We are currently trying to get the triangle structure of selected
objects into our Custom Display Host, and since we have to draw the
objects through their polygon clusters (holding the material), we
simply access the triangles using GetTriangles() from the Geometry class, since this is only available for the whole object.
Another approach would be to mimic XSI's triangulation inside of the CDH, any chance of gettung access to the internal algorithm?
Thanks for any hint, cheers!
-André
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