Path: chuka.playstation.co.uk!news From: "Peter Dollochan" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Triangles, Quads??? Date: 15 Oct 1998 13:49:45 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <01bdf841$c0c8f500$016f6f6f@fffaaasssttt> References: <362238AE.DF3414FF@usa.net> <36228105.D38787F2@datasys.net> <3622FF14.B0A6AA9D@hinge.mistral.co.uk> <3624E1B7.DB009494@usa.net> <01bdf79b$33250e60$016f6f6f@fffaaasssttt> <362515C7.B9E07223@revolution.co.uk> <3625D84A.9E500615@hinge.mistral.co.uk> NNTP-Posting-Host: host5-171-251-114.btinternet.com X-Newsreader: Microsoft Internet News 4.70.1161 > > I've added a more advanced tri->quad convertor to RsdANIM (first change since > 1.51)that lets you selectively apply it, and use different co-planarity factors > for different > bits of the model. (the one in dxf2rsd does work ok though, but can only be used > on a > whole model at one go). > > New version will be on my WWW page in the next day or two.... sounds good :-) > some of it isn't (for example I'm surprised that no-one is using static > pre-processed > point lighting on the yaroze - zero runtime overhead for nice lightbulb/torch/fire > lighting > effects). > > Craig. > I believe Dr Steve Collins is doing some pre-computed light sourcing for a landscape engine he is working on.. but I'm sure once its been mentioned several people will wonder wot its all about and read up on the various implementations available to them on the yaroze. Pete.