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" |