Documentation fixes.

This commit is contained in:
David Williams
2016-02-07 00:19:18 +00:00
parent c57cb96e80
commit 98cce0ea26
2 changed files with 2 additions and 2 deletions

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@@ -20,6 +20,6 @@ Lastly, note that there are exceptions to the 'one volume' rule. An example migh
Can I combine smooth meshes with cubic ones?
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We have never attempted to do this but in theory it should be possible. One option is simply to generate two meshes (one using the MarchingCubesSurfaceExtractor and the other using the CubicSurfaceExtractor) and render them on top of each other while allowing the depth buffer to resolve the intersections. Combining these two meshes into a single mesh is likely to be difficult as they use different vertex formats and have different texturing requirements (see the document on texture mapping).
We have never attempted to do this but in theory it should be possible. One option is simply to generate two meshes (one using extractMarchingCubesSurface() and the other using extractCubicSurface()) and render them on top of each other while allowing the depth buffer to resolve the intersections. Combining these two meshes into a single mesh is likely to be difficult as they use different vertex formats and have different texturing requirements (see the document on texture mapping).
An alternative possibility may be to create a new surface extractor based on the Surface Nets (link) algorithm. The idea here is that the mesh would start with a cubic shape, but as the net was stretched it would be smoothed. The degree of smoothing could be controlled by a voxel property which could allow the full range from cubic to smooth to exist in a single mesh. As mentioned above, this may mean that some extra work has to be put into a fragment shader which is capable of texturing this kind of mesh. Come by the forums of you want to discuss this further.