With its C++ SDK you can create plugins and standalone apps capable to execute CityEngine CGA procedural modeling rules. I may be missing something really simple here, but can't just see it. CityEngine is a 3D city modeling software for urban design, visual effects, and VR/AR production. What's the problem here with the indices? The thing is, shouldn't I have 24 vertices after loading the mesh? The 108 entries in translates into 36 vertices. To draw the meshes, I use OpenGL's vertex buffers, and have a separate list of indices. I have an internal struct for vertices, which consists of position ( vec3), normal ( vec3) and UV coordinate ( vec2). Now, the which is the index list has 108 entries, where 0, 3, 6 etc. To add a partition on a multipathed device, use the following steps: Create the partition on the multipathed device using a partition editor, e.g., fdisk /dev/mapper/mpath0. On the scene, point to the Oswald Tower multipatch building footprint until you see the green editing handle (sphere) in the middle of the footprint. x3d or other modeling formats and work with them in editing. The polylist count for triangles is 12, which is correct, and the vcount has twelve '3's, so that's correct too. The Modify Features pane appears for the Edit Vertices tool. This post will show you how to build the geometry and texture for your 3D model and. The COLLADA file has 24 vertices, 12 normals, and 36 UVs, so I assume the normals are per-triangle and the UVs are per-index. This mesh also has normal data and UV maps. Now, I have a Blender-exported cube mesh which is edge-splitted and triangulated, so it should have 12 triangles (2 per face), 24 vertices (4 per face) and 36 indices (6 per face). skp file) and finally export it to a kmz. I wrote a simple reader for the COLLADA file format, and it seems to work OK. So you can export a kmz using Layer To KML tool, then in SketchUp Import the kmz, do your work in it, save it (it will be a.
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