Posted in Examples on November 9th, 2008 by sHTiF
I know i said i will be posting about scene/object/texture interactivity and don’t worry i will soon but not yet. I reprogrammed the Agile3D pipeline this weekend from triangle based to polygon based. As you already know i already did visibility checking using polygons as mentioned in my Advanced frustum clipping demo and even back then i was playing with an idea to do the whole pipeline using polygons instead of limiting myself to triangles.
And I did it, finally this weekend i refactored geom classes to support any number of vertices as well as normals and uvts. That was the easy part, the tricky part was to rebuild BSP algorithms to work with polygons anyway its working now, another mile step for Agile3D.
Its hard to do a demo for this feature since at the end of the pipeline you need to triangulate anyway since you always render using triangles so its not visible. Anyway this following demo is using polygon pipeline, only proof that this demo uses quads instead of triangles is when using full frustum clipping and going around :).
Of course pipeline now supports any convex polygons not just quads, the only minor problem now is that our IXFExporter doesn’t support export of nontriangle geometry yet, thats why i modified IXF used in this demo manually ;)
View Demo: DEMO
Tags: Agile3D