--- ray/doc/man/man1/obj2mesh.1 2004/04/23 00:56:27 1.8 +++ ray/doc/man/man1/obj2mesh.1 2007/09/04 17:36:40 1.10 @@ -1,4 +1,4 @@ -.\" RCSid "$Id: obj2mesh.1,v 1.8 2004/04/23 00:56:27 greg Exp $" +.\" RCSid "$Id: obj2mesh.1,v 1.10 2007/09/04 17:36:40 greg Exp $" .TH OBJ2MESH 1 03/11/03 RADIANCE .SH NAME obj2mesh - create a compiled RADIANCE mesh file from Wavefront .OBJ input @@ -61,14 +61,12 @@ The .I \-n option specifies the maximum surface set size for each voxel. -Larger numbers result in quicker mesh generation needing -less memory, but potentially slower rendering. -Smaller values may produce faster renderings, -since the default number (15) is on the high side to reduce -the compiled mesh octree size. +Larger numbers result in quicker mesh generation, +but potentially slower rendering. Values below 6 are not recommended, since this is the median valence for a mesh vertex (the number of adjacent faces), and smaller values will result in pointless octree subdivision. +The default setting is 9. .PP The .I \-r @@ -138,7 +136,7 @@ where the first vertex position ( statement) is numbered 1, and likewise for the first texture coordinate and the first surface normal. Negative indices count backward from the current position in -the input, where -1 is the last vertex encountered, -2 +the input, where \-1 is the last vertex encountered, \-2 is the one before that, etc. An index of 0 may be used for the vertex texture or normal to indicate none, or these may be left off entirely. @@ -186,7 +184,7 @@ little hope of compiling this mesh. To create a compiled triangle mesh from the scene file mesh.obj using materials from the file mesh.mat: .IP "" .2i -obj2mesh -a mesh.mat mesh.obj mesh.rtm +obj2mesh \-a mesh.mat mesh.obj mesh.rtm .PP To use local coordinates to place a square tiled image on a mesh object: .sp