Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3d shapes Date: Mon, 21 Apr 1997 11:22:31 GMT Organization: Into Beyond Lines: 32 Message-ID: <33604cb9.1736484@news.playstation.co.uk> References: <335A73F5.1D5F@ukonline.co.uk> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Sun, 20 Apr 1997 20:52:21 +0100, Peter Dollochan did quoth at me: >Okay then what's the trick! >you've done your dxf, sorted the reversed poly's etcccc >Now the good bit convert it into an rsd then run RSDV, say the shape >was a plane of sort's when looking at it from the left the wing closest >to you is see through ie you can see the main body, looking from the >right everything is OK The same quirk's appear at various points round >the shape SO is there some sort of poly ordering system to use in the >.PLY files so that they display properly . Like if looking from left. >draw right wing, then body, then left wing, > make any sense to anybody ? Sounds like some polygons are set to display from the wrong view. When playing with library objects this problem happened endlessly, although I didn't check to see if the normals looked right in the original 3ds file. I suspect the normals are screwed up - also check only appropriate polygons have a double sided surface. To flip the polygon reverse the vertex definition order of the polygons affected. Note: For those playing with quads remember (since this isn't exactly pointed out clearly) to define the vertices in a Z formation and not clockwise/anticlockwise as you may expect. The Z orientation will affect which side the polygon can be viewed I'd expect. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Utter Rubbish 1996-7* MM - "Steve Corica is every bit as good as that Kinkladze"