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nemyax

*A:M User*
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Posts posted by nemyax

  1. aen916

    You should turn the tris into quads in your model before getting it into A:M. Import your STL into an external package, run a tris-to-quads op and export to OBJ. You can do the whole thing in Blender (which anyone doing any kind of 3D work ought to have handy anyway just in case).

  2. After the initial vertex shader is applied OpenGL dives into tesselation.

    As of OpenGL 4.0 programmers gained the ability to assign additional vertices as GL patches.

    So since 2010 programmers were no longer strictly constrained to triangles and strips of triangles.

    I suppose you realise that the tessellation control and tessellation evaluation stages are performed at every frame, unless you employ some post-transform cache trickery. You might be better off precalculating your tessellated surface in the main program.

     

     

    It's those other programs getting into A:M that has been the problem.

    I don't think A:M users really care. For example, when I released the Blender-to-MDL addon, a couple of wows were voiced, and then everyone promptly forgot all about it.

  3. Which makes me think that it's the converting of splines to polygons that is the issue with rendering in A:M.

    There are no "splines" or "polygons" at the renderer level really, just sets of point-based input data for the shading algorithms.

  4. I don't know what percentage of revenue Steam would want to shove in their pockets but I would think it would still boost the user base and make it worthwhile pursuing features in our wish lists such as LSCM for unwrapping models to make texturing easier.

    LSCM unwrapping should be doable with the current SDK. I don't think it has to depend on the core application. But things like painting in 3D do need some serious core support.

  5. in the FAQ it is stated that EEVEE supports animation but then later specifically states otherwise.

    It isn't supported in the sense that the animation engine hasn't been ported over from the 2.7* branch yet. The renderer itself doesn't care what exactly happened to the polygons that are being thrown at it.

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