UVs

July 26, 2009 at 9:52 pm 13 comments

I’ve gotten UV texturing to (mostly) work with the new ngon data structures.  The UV editor and the unwrapping tools (and a few modifiers) all nicely work with UVs, and textured draw mode (though not GLSL yet) in editmode works.

Ngons even work with LCSM/ABF (the “unwrap” tool).  LCSM requires triangles anyway, so making the code support ngons instead of quads was just a matter of replacing the existing quad tessellation code with something that could handle ngon in general.  I used scanfill for this (the same library that handles shift-f, or filled curves), so the unwrapping might not always be completely correct, at least until I write some additional code to make scanfill produce nicer triangulations.

Subsurf doesn’t handle UVs though; I’ll probably put off making that work for a while, until I have time to really get into it.  It’s not hard in theory, but figuring out how to make the subsurf code do what I want may be difficult.

I’m considering stabilizing mesh editmode next, maybe port the remaining editmesh tools over to bmesh (or at least the important ones, remember the old tools do mostly work via a compatibility layer, they just aren’t completely stable, and the whole thing is rather hackish and unreliable).  After that I can finally have people start testing!  Hopefully I can attract additional help once I have artists posting nice demo vids. 🙂

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Entry filed under: Uncategorized.

Status Update Bmeshafying EditMode

13 Comments Add your own

  • 1. Weelian  |  July 27, 2009 at 2:28 am

    Bravo Joe! Keep it up man! I’ll be the first to volunteer to test it out!

    Reply
  • 2. gustav  |  July 27, 2009 at 6:32 am

    Great news! I’d be more than happy to help out with testing/demo vids

    Reply
  • 3. michaelw  |  July 27, 2009 at 2:02 pm

    Good stuff great to hear about progress!

    Reply
  • 4. Martin Lindelöf  |  July 30, 2009 at 7:50 am

    good work!

    Reply
  • 5. Max Puliero  |  July 31, 2009 at 5:00 am

    awesome!!

    Reply
  • 6. Billrey  |  July 31, 2009 at 1:03 pm

    Sounds good. Though I really think it’s time to merge with 2.5 as soon as possible, otherwise it’s cutting it a little close to the release, and I’m sure there are quite a few bugs, being such a big rewrite. Getting it in the hands of users will help with feedback and motivation for fixing bugs and inserting missing code to complete the migration to Bmesh.

    Cheers,

    -W

    Reply
  • 7. n-pigeon  |  July 31, 2009 at 1:56 pm

    Billrey might have a right in what he’s saying. After merge probably other coders will help with a patches for bugs.

    Everything best, lots of health and GOOD WORK!

    Reply
  • 8. joeedh  |  July 31, 2009 at 7:41 pm

    @Billrey: I’d like that too, though I’m not sure if it’s possible. :-/ Thinks aren’t too far from being user-testable, but there’s so *much* code that has to be stabilized, and there’s probably still a fair amount of new code that has to be written too.

    Reply
  • 9. Max Puliero  |  August 6, 2009 at 8:46 am

    Do you think that will be possible to have 2 simply tools like “inset” and “local subsurface” in edit mode?

    thankyou!

    you are awesome!

    Reply
  • 10. joeedh  |  August 6, 2009 at 10:10 am

    @Max: an inset tool is planned, yes. not sure what you mean by “local subsurface” though.

    Reply
  • 11. Max Puliero  |  August 6, 2009 at 10:39 am

    @joeedh:

    localsubsurf is like the current “subdivide smooth” but the result is like you have applyied the subsurface modfier just on selected polygons 🙂

    check the images:
    http://img6.imageshack.us/i/smoothq.jpg/
    http://img13.imageshack.us/i/localsubsurf.jpg/

    thankyou very much!

    Reply
    • 12. joeedh  |  August 6, 2009 at 11:06 am

      Ok. I’d actually like to make subdivide smooth work that way to begin with, I must admit. Having a seperate tool for that is possible too, and might be necassary if I don’t want to spend the time working through the math of computing a catmull-clark subdivision on an arbritrary grid, as opposed to recursively subdividing (which is easy).

      Reply
  • 13. Max Puliero  |  August 6, 2009 at 11:40 am

    understood!

    thankyouvery much 😀

    on sunday I will recive (finally) my new credit card! and I’ll able to make a donation!!

    I’m a modeler and Bmesh means REVOLUTION for me 🙂

    Reply

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