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  • The smooth triangles use a formula called Phong normal interpolation to calculate the surface normal for any point on the triangle based on normal
    1 KB (233 words) - 19:08, 15 March 2012
  • ...an happen in individual smooth triangles, meshes with smooth triangles and smooth heightfields. The problem also manifests itself when using the slope patter ...File:QandTSTartifacts.png|Lighting and slope pattern artifacts in a smooth triangle]]</p>
    7 KB (1,213 words) - 18:28, 5 September 2009

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  • <li>The object in right of the image is a mesh of smooth triangles.</li> the bright part under the triangle mesh; this is explained later).
    24 KB (4,181 words) - 16:01, 23 June 2009
  • triangles meshes though: a different texture can be assigned to each triangle triangle {
    36 KB (5,508 words) - 14:09, 16 December 2016
  • <li>The object in right of the image is a mesh of smooth triangles.</li> ...d be something like this image (don't mind about the bright part under the triangle mesh; this is explained later).</p>
    10 KB (1,772 words) - 18:28, 5 September 2009
  • ...an happen in individual smooth triangles, meshes with smooth triangles and smooth heightfields. The problem also manifests itself when using the slope patter ...File:QandTSTartifacts.png|Lighting and slope pattern artifacts in a smooth triangle]]</p>
    7 KB (1,213 words) - 18:28, 5 September 2009
  • {{#indexentry:triangle, mesh}} {{#indexentry:keyword, triangle}}
    7 KB (1,051 words) - 12:29, 13 December 2016
  • {{#indexentry:triangle, mesh}} {{#indexentry:keyword, triangle}}
    4 KB (694 words) - 18:49, 16 December 2016
  • triangle {0,x,y texture_list { colo1, colo2, colo3 } } [accuracy vector] [albinos] [offset float] [smooth] [texture { Tid }]
    52 KB (7,179 words) - 20:20, 30 September 2020
  • ::::1.3.1.3.2 [[Documentation:Tutorial Section 3#Smooth Transitions|Smooth Transitions]] ::::1.3.2.2.1 [[Documentation:Tutorial Section 3.1#Smooth triangles and mesh2|Smooth triangles and mesh2]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • ...NDEX (starting from 0). This can be used to read the three vertices of the triangle calling get_vertex() with each vector component ...as get_vertex_indices(), but returns indices to the normal vectors of the triangle number INDEX <code>get_normal_indices( MESH, INDEX )</code>
    19 KB (2,669 words) - 21:07, 30 July 2018
  • ...are other types of splines available with the lathe, which will result in smooth curving lines, and even rounded curving points of transition, but we will g ...note this time. First, we will see that instead of straight lines we have smooth arcs connecting the points. These arcs are made from quadratic curves, so o
    54 KB (8,887 words) - 10:13, 29 September 2020
  • ::::* [[Reference:Camera#The Smooth Modifier|The Smooth Modifier]] ::::* [[Reference:Mesh2#Smooth and Flat triangles in the same mesh|Smooth and Flat triangles in the same mesh]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • ==Smooth and Flat triangles in the same mesh== <p>You can specify both flat and smooth triangles in the same mesh. To do this, specify
    4 KB (602 words) - 23:24, 3 May 2016
  • ...ode>: These macros create <em>quads</em>, 4-sided polygonal objects, using triangle pairs.</p> <p><code>HF_Square (Function, UseUVheight, UseUVtexture, Res, Smooth, FileName, MnExt, MxExt)</code>: This macro generates a mesh in the form of
    21 KB (3,511 words) - 19:08, 15 March 2012
  • {{#indexentry:triangle, keyword}} {{#indexentry:keyword, triangle}}
    1 KB (159 words) - 19:09, 15 March 2012
  • <p>In the so-called scanline renders all objects are modelled with triangle meshes (or by primitives such as NURBS or bezier patches which can be very ...ext the term ''bending'' is a bit misleading. Strictly speaking, bending a triangle mesh would also bend the triangles themselves, not only move their vertices
    63 KB (10,871 words) - 12:16, 3 January 2012
  • The smooth triangles use a formula called Phong normal interpolation to calculate the surface normal for any point on the triangle based on normal
    1 KB (233 words) - 19:08, 15 March 2012
  • ####[[Reference:Triangle|Triangle]] ####[[Reference:Smooth Triangle|Smooth Triangle]]
    13 KB (1,628 words) - 17:24, 21 April 2012
  • functions which give smooth surfaces. always use triangle meshes (and some modellers use also NURBS which can be
    27 KB (4,754 words) - 15:50, 17 October 2009
  • <code>[[Reference:Height Field|:smooth|smooth]]</code><br> <code>[[Reference:Smooth Triangle|:smooth_triangle|smooth_triangle]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • <li><!--<linkto "triangle">triangle</linkto>--->[[Reference:Triangle|triangle]]</li> ..."smooth_triangle">smooth triangles</linkto>--->[[Reference:Smooth Triangle|smooth triangles]]</li>
    38 KB (5,895 words) - 20:53, 2 July 2021

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