Crystal Space
Welcome, Guest. Please login or register.
October 02, 2014, 10:01:24 am

Login with username, password and session length
Search:     Advanced search
9020 Posts in 2053 Topics by 8577 Members
Latest Member: Anerome
* Home Help Search Login Register
+  Crystal Space
|-+  Crystal Space Development
| |-+  Support
| | |-+  smooth polygons
« previous next »
Pages: [1] Print
Author Topic: smooth polygons  (Read 971 times)
zamme
Newbie
*
Posts: 16


View Profile Email
« on: February 17, 2010, 01:34:35 pm »

Hi all.

It's possible to use any kind of "smooth polygons" like in blender?
Logged
res
Develazyoper
CS Developer
Full Member
*****
Posts: 206


View Profile Email
« Reply #1 on: February 19, 2010, 07:28:04 pm »

CrystalSpace "just" displays triangle meshes using per-vertex normals for lighting.
So how smooth (or not) your geometry looks depends on what you're feeding into it...
Logged
jwir3
Administrator
Newbie
*****
Posts: 13


6420596 scottj@cs.umn.edu
View Profile WWW Email
« Reply #2 on: February 22, 2010, 09:11:06 pm »

Hi zamme:

Blender's 'Set Smooth' button actually functions more in the rendering context.  What it does is recalculate the normals based on the vertices and faces, taking into account an 'averaging' of the normals in order to achieve that smooth look when lit.  When you choose 'Set Solid', in contrast, it calculates the normals solely based on the faces.  In addition, there's the shading algorithm that's being used to render the scene which can impact how smooth a mesh looks.

So, there are a couple of things you can do to emulate this behavior in Crystal Space:

1) Export your mesh from Blender so that 'Set Smooth' is enabled, making the normals behave as if the mesh were smooth.
2) Change the geometry of your mesh so that it's more subdivided, thus making the actual surface appear smoother because there are more polygons.  This is a balancing act, though - you don't want to subdivide everything, because then you will innundate your scene with polygons, and it may take longer to render.
3) Change the shader used to more accurately compute the color you want at a given pixel based on input geometry, normals, and lighting.

I would suggest a combination of 1 and 3.

~Scott
Logged
Pages: [1] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 7.321 seconds with 17 queries.