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Revision 1.5 by greg, Mon Dec 15 17:14:28 2003 UTC vs.
Revision 1.12 by greg, Fri Jan 24 01:26:44 2014 UTC

# Line 5 | Line 5 | obj2mesh - create a compiled RADIANCE mesh file from W
5   .SH SYNOPSIS
6   .B obj2mesh
7   [
8 < .B "\-a matinput"
8 > .B "\-a matfile"
9   ][
10 + .B "\-l matlib"
11 + ][
12   .B "\-n objlim"
13   ][
14   .B "\-r maxres"
# Line 30 | Line 32 | which is sent to
32   Any RADIANCE material descriptions included via one or more
33   .I \-a
34   options will be compiled and stored in the mesh as well.
35 + If the
36 + .I \-l
37 + option is used to specify a material file, the RADIANCE library
38 + locations are searched.
39   This mesh may be included in a RADIANCE scene description via the
40   .I mesh
41   primitive, thus:
# Line 55 | Line 61 | The
61   .I \-n
62   option specifies the maximum surface set size for
63   each voxel.
64 < Larger numbers result in quicker mesh generation needing
65 < less memory, but potentially slower rendering.
60 < Smaller values may produce faster renderings,
61 < since the default number (15) is on the high side to reduce
62 < the compiled mesh octree size.
64 > Larger numbers result in quicker mesh generation,
65 > but potentially slower rendering.
66   Values below 6 are not recommended, since this is the median
67   valence for a mesh vertex (the number of adjacent faces),
68   and smaller values will result in pointless octree subdivision.
69 + The default setting is 9.
70   .PP
71   The
72   .I \-r
# Line 96 | Line 100 | direction components, which will be normalized by
100   .I obj2mesh.
101   Normals will be interpolated over the mesh
102   during rendering to produce a smooth surface.
103 < If no vertex normals are present, the mess will appear tesselated.
103 > If no vertex normals are present, the mesh will appear tesselated.
104   A zero length normal (i.e., 0 0 0) will generate a syntax error.
105   .TP
106   .BI vt " u v"
# Line 132 | Line 136 | where the first vertex position (
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.
140 .I Obj2mesh
141 currently makes an unsafe assumption that faces are convex,
142 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
# Line 176 | Line 177 | those causing the problem.
177   .IP "Hash table overflow in fullnode"
178   This error is caused by too many surfaces, and there is
179   little hope of compiling this mesh.
180 < .SH EXAMPLE
180 > .SH EXAMPLES
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.hdr . frac(Lu) frac(Lv)
191 > 0
192 > 0
193 >
194 > tiled_pat plastic tiled_mat
195 > 0
196 > 0
197 > 5 .9 .9 .9 0 0
198 >
199 > tiled_mat mesh tiled_mesh
200 > 1 mymesh.rtm
201 > 0
202 > 0
203 > .fi
204 > .SH ENVIRONMENT
205 > RAYPATH         the directories to search for material files.
206   .SH AUTHOR
207   Greg Ward
208   .SH "SEE ALSO"
209   gensurf(1), getinfo(1), make(1), obj2rad(1),
210 < oconv(1), rpict(1), rview(1), rtrace(1), xform(1)
210 > oconv(1), rpict(1), rvu(1), rtrace(1), xform(1)

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