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| 01:46.19 | CIA-40 | BRL-CAD: 03homovulgaris * r33968 10/brlcad/trunk/src/libpc/pcMathLF.h: lazy function implementations for Math parser |
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| 03:53.34 | yukonbob | hello, cadheads |
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| 08:04.34 | joeedh | hi. can brl-cad perform mesh CSG operations, resulting in new meshes? |
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| 13:49.22 | ``Erik_ | joeedh: yes. Fire up mged, build your csg, then do 'facetize' on your region or comb and it should produce a new mesh with the csg evaluated |
| 13:50.05 | joeedh | does it tesselate the geometry? if so, can you make it not do so? |
| 13:50.22 | ``Erik_ | facetize is the command to tesselate |
| 13:51.07 | joeedh | hrm. thanks. |
| 13:51.24 | ``Erik_ | for 'real' (non-triangular) geometry, we do the CSG evaluation at raytrace time |
| 13:52.22 | ``Erik_ | I believe that facetize on a csg tree of meshes will attempt to use the original triangle data unless it doens't make sense (like where the triangles are cut) |
| 13:52.33 | joeedh | oh ok. |
| 13:52.49 | ``Erik_ | of course, if you try to tesselate a mesh, it should just give you that same mesh back... :) |
| 13:53.17 | joeedh | ah well I really meant "triangulate" in this context, my bad. |
| 13:54.06 | ``Erik_ | hm, usually, meshes are considered to be of triangles... in OpenGL and DirectX, if you ask for a quad, it'll actually make you a tristrip or trifan |
| 13:54.42 | joeedh | of course. |
| 13:55.12 | joeedh | but you can still often have polygons in a lot of structures, they just tesselate to triangles as necassary. |
| 13:55.19 | joeedh | ah arbritary polygons I mean |
| 13:55.31 | joeedh | arbitrary* I think is the right spelling |
| 13:56.04 | ``Erik_ | yeah, quad was just a specific example :) it's been a while since I've been in the guts of OGL, but back then a 500 sided polygon would still be reduced to triangles as soon as it was seen |
| 13:56.46 | joeedh | yeah, it uses a triangle fan usually. opengl isn't really smart about tesselation properly, though i think there are better functions in glu. |
| 13:57.04 | ``Erik_ | and, uh, 12 years ago, the cpu used to generate all those coplanar triangles wasn't worth it, so it used to be a speed boost to just use tristrip/trifan or VAR's were fashionable at the time |
| 13:57.30 | joeedh | interesting. |
| 13:58.23 | ``Erik_ | BRL-CAD's interactive display is wireframe with meshes getting every edge drawn, so jump in and experiment, there's useful visual feedback :) if you're looking for code stuff, the meshes are handled by src/librt/primitives/nmg/ |
| 13:59.03 | joeedh | oh thanks. yeah I was just wondering if we could someday use brl-cad's csg code in blender. |
| 13:59.46 | ``Erik_ | ahh, heh, we actually have some .py scripts to talk to blender for certain things :) |
| 14:00.00 | joeedh | really? what sort of scripts? that's interesting. |
| 14:00.21 | ``Erik_ | lemme find a screenie of something |
| 14:00.56 | ``Erik_ | http://brlcad.org/gallery/s/renderings/stryker_slat.jpg.html |
| 14:01.20 | ``Erik_ | the vehicle was created in BRL-CAD, the flora in blender, and it was rendered using the ADRT/RISE system stashed in BRL-CAD |
| 14:02.00 | joeedh | that's cool |
| 14:02.43 | ``Erik_ | there's also a rendering of a glass cornelius somewhere, and one of the former BRL-CAD developers donated his NURBS code to blender iirc |
| 14:02.45 | joeedh | I heard brl-cad uses a radial-edge brep for some things? |
| 14:03.11 | ``Erik_ | uhm, I don't know, brlcad would be the guy to talk to, hwen he wakes up |
| 14:03.33 | ``Erik_ | I know there're a couple brep primitives, one is old and sucky, and the other is in progress and uses openNURBS |
| 14:04.49 | ``Erik_ | (frankly, I don't even know what "radial edge brep" means) |
| 14:05.15 | joeedh | it's the original non-manifold boundary representation. |
| 14:05.41 | ``Erik_ | *shrug* sorry, I don't know :) |
| 14:06.22 | joeedh | it's not widely known. it's actually fairly difficult to get your hands on a paper about it, even. |
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| 16:01.49 | brlcad | joeedh: mesh CSG ops are available in library form, through brl-cad's librt library |
| 16:02.05 | brlcad | we have a generalized polygonal primitive type (n-manifold geometry) as well as a basic triangle primitive ("bag of triangles" geometry) |
| 16:02.05 | brlcad | was awake, just busy pulling on an oar for hours then munching |
| 16:03.43 | brlcad | joeedh: and it's not hard at all if you know where to look, especially if you have acm and ieee library access or old proceedings for siggraph, solid modeling, CAD, and other journals |
| 16:03.52 | brlcad | (for papers on it) |
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| 20:35.10 | yukonbob | hello, cadheads |
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| 22:24.16 | brlcad | howdy yukonbob :) |
| 22:24.46 | brlcad | extra quiet day |