Thread

Another Vertex issue that needs fixing

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Another Vertex issue that needs fixing // Bugs

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Post by kena // Jul 27, 2008, 4:15pm

kena
Total Posts: 2321
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OK - just to be sure that I got all the vertix issues, I took a flat plane (single-sided) and made a small terrain grid.

left-to-right

top-to-bottom

angles from top-left to bottom-right


Then I started moving vertices.... and my mesh got all messed up.


Here is an example fo the problem:


When you make crossed vertices in 7.51, wherever they cross, the vertex will snap to the nearest one and become one vertex. But now that does not work


Using select through and the bounding-box selection here, you can see where the "single" vertex that should be here was actually two.


And yes, I thought that maybe it was because of the angle edge I added, but in some of them, three became one. So even the original crossed lines became two vertices. But not all of them. Some of these were a single vertex some were two and some were three.


Is this a bug, or do I have to flatten history when creating crossed lines now?

Either way, there is a bug here, since the behavior is not consistent throughout.


13521


13522


After going over this portion of my plane, I ended up with 13458 vertices. as you can see, I started out with 13484. I've got a LOT more to go through now. Also slowing up my workflow.

Post by Jack Edwards // Jul 27, 2008, 6:02pm

Jack Edwards
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I'm not sure I understand the problem Kena, can you post a video?

Post by kena // Jul 28, 2008, 5:17am

kena
Total Posts: 2321
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Hope you can see this one ok. ignore the video weirdness. My video card is optimized for an older game and the black areas show up normally for me.
Note that even through my diagonals crosses the points of the grid, one snaps and the other one does not.

13531

Post by TomG // Jul 28, 2008, 5:24am

TomG
Total Posts: 3397
Why not triangulate manually and perhaps make the task swifter?


Looks like you'll need to go from point to point, going across the faces in this way is creating new vertices it seems, which I'm not sure I'd regard as a bug as simply the way it does it (drawing across faces creates new vertices whether there are vertices there already or not).


But an auto triangulation would seem more efficient anyway?


HTH!

Tom

Post by kena // Jul 28, 2008, 8:48am

kena
Total Posts: 2321
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The problem is that in TS7.51, those vertices WOULD auto snap, and in TS7.6 they do not. and in a situation where I'm making a 400x400 grid, going from one square's corner to the next would actually slow me down. :p

Post by Jack Edwards // Jul 28, 2008, 8:54am

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Total Posts: 4062
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Well definitely looks like something that could be optimized.

The vertex heal tool will provide a quick fix for this. Just drag select the verts, right click the heal tool so you can set the snap distance, and then click it to weld the verts that are close together.

Post by tomasb // Jul 28, 2008, 9:30am

tomasb
Total Posts: 261
confirmed & fixed.

Post by kena // Jul 28, 2008, 9:33am

kena
Total Posts: 2321
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Ah thanks for the workaround Jack and the fix Thomas!
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