I want the exact same polys that Java3D is rendering...  or at least the exact same algorithm so I get the exact same polys.  For example, a five sided sphere in Java3D looks a bit like a coconut - you can see sharp bends.  If I use a different algorithm then I may end up with a similar representation but the bends may be in a different position.  This will produce subtle visual defects when using my own polygon soup collision detection, the bendy protrusions will (appear to) interpenetrate slightly into collidant surfaces, or the sphere may appear to float slightly above the surface when at rest depending on which plane it comes to rest (after the dynamics has settled).  I recognize it is a bit fanatical...  right now I am tesselating the sphere myself...  the cube obviously wasn't a problem.
 
 - Andy
any reason why you need java3d for doing the tesselation job ? i did quite well
experiences with OpenGL Optimizer from SGI. OpenGL Optimizer has a very nice
representation of amthematical objects and has very good tesselation properties.

       Thomas

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Thomas Ruge, Siemens Virtual Reality Center
private email: [EMAIL PROTECTED]
 

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