| 96 |
|
.I obj2mesh. |
| 97 |
|
Normals will be interpolated over the mesh |
| 98 |
|
during rendering to produce a smooth surface. |
| 99 |
< |
If no vertex normals are present, the mess will appear tesselated. |
| 99 |
> |
If no vertex normals are present, the mesh will appear tesselated. |
| 100 |
|
A zero length normal (i.e., 0 0 0) will generate a syntax error. |
| 101 |
|
.TP |
| 102 |
|
.BI vt " u v" |
| 176 |
|
.IP "Hash table overflow in fullnode" |
| 177 |
|
This error is caused by too many surfaces, and there is |
| 178 |
|
little hope of compiling this mesh. |
| 179 |
< |
.SH EXAMPLE |
| 179 |
> |
.SH EXAMPLES |
| 180 |
|
To create a compiled triangle mesh from the scene file mesh.obj |
| 181 |
|
using materials from the file mesh.mat: |
| 182 |
|
.IP "" .2i |
| 183 |
|
obj2mesh -a mesh.mat mesh.obj mesh.rtm |
| 184 |
+ |
.PP |
| 185 |
+ |
To use local coordinates to place a square tiled image on a mesh object: |
| 186 |
+ |
.sp |
| 187 |
+ |
.nf |
| 188 |
+ |
void colorpict tiled_pat |
| 189 |
+ |
7 red green blue mytile.pic . frac(Lu) frac(Lv) |
| 190 |
+ |
0 |
| 191 |
+ |
0 |
| 192 |
+ |
|
| 193 |
+ |
tiled_pat plastic tiled_mat |
| 194 |
+ |
0 |
| 195 |
+ |
0 |
| 196 |
+ |
5 .9 .9 .9 0 0 |
| 197 |
+ |
|
| 198 |
+ |
tiled_mat mesh tiled_mesh |
| 199 |
+ |
1 mymesh.rtm |
| 200 |
+ |
0 |
| 201 |
+ |
0 |
| 202 |
+ |
.fi |
| 203 |
|
.SH AUTHOR |
| 204 |
|
Greg Ward |
| 205 |
|
.SH "SEE ALSO" |