Really good work guys! I'm still trying to get my head around it.
Is this how it works?
n2 vertex vectors (each entry a 4-byte float)
Code:
1.15 3.47 -1.04 [ 0 ]
2.65 2.54 0.98 [ 1 ]
3.77 2.15 1.44 [ 2 ]
. . . [ . ]
. . . [ . ]
. . . [ . ]
0.15 -2.38 3.72 [n2-1 ]
(The numbers in square brackets are meant to
be 0-based indices.)
n mesh group triples (each entry a 2-byte short int)
Code:
0 4 5 [ 0 ]
5 4 3 [ 1 ]
4 0 6 [ 2 ]
. . . [ . ]
. . . [ . ]
. . . [ . ]
7 3 2 [ n-1 ]
So each triple in the mesh group block are three
indices into the vertex vector array and this
defines a facet? I suppose the order of indices is
important as that and the right hand rule would define
an outward pointing vector so a rendering system would
know what the "outside" of the body is.
What would the vertex weights be used for?
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