Harald JOHNSEN ha scritto:
>>> The one I'm concerned now is the "crease angle" limitation. 
>>> AC3D makes me set a crease angle for an entire object and 
>>> does not let 
>>> me choose to set different crease angles to each surface 
>>> inside the same 
>>> object. 
>>>
> This does not make sense. A crease angle is used to compute the normals 
> at the *shared* vertices of an object. It's because the normal is shared 
> amoung adjacent faces that the object appears smooth (the normal vectors 
> of the faces sharing this vertex is averaged). Setting random normals 
> for adjacent faces will not make it appear smooth, this is called flat 
> shading.

Sorry, what does not make sense to you? I'll be pleased to explain that 
in some other way if useful.

Anyway, as I understand, AC3D considers an edge being smooth or flat 
following this process:
- consider an object made with two faces connected by a shared edge, 
name those faces A and B;
- let's name Na the normal vector of face A, call Nb the normal vector 
of face B;
- name T the angle between those normals;
- name C the "crease angle" of the object inside AC3D;
- if T<C => the edge has to be considered smooth;
- if T>C => the edge has to be considered flat.

Does that make sense to you? It does to me.
I don't think AC3D cares much of the shared vertices, but it does take 
into account the shared _edges_ instead. That's what the documentation 
tells me and that's something easy to understand.

Anyway it's not clear to me why you did bother with all that "random 
normals" stuff.

   Roberto

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