CompuServe Messages

#Triangles to quads -How?

    29-Jun-95 09:48:47
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