[Bf-committers] Surface from particles (Farsthary)

2010-01-21 Thread Raul Fernandez Hernandez
Hi all :) I have started to implement the surface generator from the particles, currently I'm on early stages and I get pretty crude and slow results, but is working :) There's a lot of things that I need to investigate also so will be very wellcome papers and resources.(for example fast surfacin

Re: [Bf-committers] Surface from particles (Farsthary)

2010-01-21 Thread Nicholas Bishop
In general the fastest way to draw an array of triangles in OpenGL is with a VBO (vertex buffer object.) You can find examples of how to do this in source/blender/gpu/intern/gpu_buffers.c. (I think the VBO code was merged maybe two or three months ago? So your sources would need to be at least that

Re: [Bf-committers] Surface from particles (Farsthary)

2010-01-21 Thread Raul Fernandez Hernandez
Hi :) Thanks for the very fast repply ! @LetterRip Yes, I'm using a marching cubes algorithm and also have implemented the marching tetraedrom wich I have tested also , and while generate more precise surfaces is also slower, so i guess it could be left as a quality option for the user :) >

Re: [Bf-committers] Surface from particles (Farsthary)

2010-01-21 Thread §ĥřïñïďĥï Ŗäö
http://meshlab.sourceforge.net/ Hey.. Raul :) .. check out the link i gave u . might be helpful . cheers shrinidhi -- Ęvęņ ģóđ fąįļş ŧŏ ųŋđęŗşţąņđ å ĥųmąņ ųņţĭļ ĥĭş đęąţĥ http://www.linkedin.com/in/shrinidhi666 http://www.shrinidhi666.wordpress.com http://www.imdb.com/name/nm3025616

Re: [Bf-committers] Surface from particles (Farsthary)

2010-01-22 Thread Stephan K
Hi, I have used the computational geometry library CGAL for this purpose. They have a chapter about mesh generation from implicit surfaces and point clouds in their documentation: http://www.cgal.org/Manual/last/doc_html/cgal_manual/contents.html regards, Stephan. On Jan 22, 2010, at 4:16 AM,