#Triangles to quads -How?
29-Jun-95 09:48:47
Sb: #177593-#Triangles to quads -How?
Fm: Stephen . Milligan 75533,2247
To: KTurner 71000,1444
Kelly,
The tool is Genesis World Builder, and the contact info is
25 Corsham Street
London N1 6DR
Tel: 071 253 9699
Fax: 071 490 8968
To run it, you also need WorldToolKit, which you get from Sense8 corporatioL
4000 Bridgeway suite 101
Sausalito, CA 94965
Tel: 415-331-6318
These are VR tools, and it seems a little Draconian to buy them just to
convert from tri-mesh to quad-mesh, but it did work when I tried it. You lose
texture mapping information and, I think, smoothing as well, and all color
information except the ambient. WorldToolKit will read 3DS files and write out
NFF. Genesis, which uses WorldToolKit's drivers (and from what I understand
WorldToolKit is trying to decide whether to sue them over it), will then
convert to optimized quad-mesh. I have no idea what it will do when
confronted with, say, an icosahedron, which is already optimized with
triangular faces. If I have time next week I'll do this test.
I haven't tried the Syndesis converter yet, so that's a potential
missing link as well.
Anyway, Dan is right, it's a run-around, and it fails occasionally, and
my reader will accept NFF polys with any number of vertices, so I may be
missing things which would make TSE and Playstation choke.
The Yost Optimizer has to do a lot of the same things a tri-quad
converter needs to do. I wonder if they could be convinced to take on this
task?
Let me know if you find a better solution, and if you decide to go with
the WTK-Genesis solution, good luck, and share the results!
Steve Milligan
Graphic Media Systems