136 |
|
statement) is numbered 1, and likewise |
137 |
|
for the first texture coordinate and the first surface normal. |
138 |
|
Negative indices count backward from the current position in |
139 |
< |
the input, where -1 is the last vertex encountered, -2 |
139 |
> |
the input, where \-1 is the last vertex encountered, \-2 |
140 |
|
is the one before that, etc. |
141 |
|
An index of 0 may be used for the vertex texture or normal to |
142 |
|
indicate none, or these may be left off entirely. |
143 |
|
All faces will be broken into triangles in the final mesh. |
144 |
– |
.I Obj2mesh |
145 |
– |
currently makes an unsafe assumption that faces are convex, |
146 |
– |
which may result in odd results if they are not. |
144 |
|
.PP |
145 |
|
All other statement types will be ignored on the input. |
146 |
|
Statements understood by |
181 |
|
To create a compiled triangle mesh from the scene file mesh.obj |
182 |
|
using materials from the file mesh.mat: |
183 |
|
.IP "" .2i |
184 |
< |
obj2mesh -a mesh.mat mesh.obj mesh.rtm |
184 |
> |
obj2mesh \-a mesh.mat mesh.obj mesh.rtm |
185 |
|
.PP |
186 |
|
To use local coordinates to place a square tiled image on a mesh object: |
187 |
|
.sp |
188 |
|
.nf |
189 |
|
void colorpict tiled_pat |
190 |
< |
7 red green blue mytile.pic . frac(Lu) frac(Lv) |
190 |
> |
7 red green blue mytile.hdr . frac(Lu) frac(Lv) |
191 |
|
0 |
192 |
|
0 |
193 |
|
|