[sldev] [VWR] morphs, normals, and binormals
Richard Nelson
richard at lindenlab.com
Wed Jan 2 14:37:59 PST 2008
Normal and binormal morphs are implemented such that they are additive as
well. This is a requirement, since we apply the morphs incrementally, and
the customization interface allows you to set the morph values in any
order.
Technically, we store normal morphs as vector displacements that are
applied to the initial normal. At one point, it was the half-angle that
was stored as a displacement, to keep the small angle approximation as
valid as possible (we then reflect the initial normal about the displaced
normal to get the actual result). It's not clear from looking at the code
that we still do that.
http://en.wikipedia.org/wiki/Small_angle_approximation
Regardless, you shouldn't have to worry.
R.
On Wed, 02 Jan 2008 08:31:57 -0800, Mike Monkowski
<monkowsk at watson.ibm.com> wrote:
> The viewer uses delta morphs that include displacements as well as
> normals and binormals. I would like to combine two morphs so that the
> result is the same as if both were applied simultaneously. I know that
> the displacements can just be added, but what about the normals and
> binormals? Any 3D graphics experts out there? :-)
>
> Mike
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