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leftover faces?

 
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Nov 09, 2009 2:33 pm    Post subject: leftover faces? Reply with quote

I made a 26 sided, 1 segment cylendar. Scaled it, then moved the vertices around. Here is a screenshot of the wireframe view.. Everything looks as I want it, but when you look at the 3d view, the upper and lower faces are left behind.
How can I fix this? I can't delete the faces as they don't exist. They do show up in torque tho.
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chronozphere
DeleD PRO user


Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Mon Nov 09, 2009 2:44 pm    Post subject: Reply with quote

This problem is related to OpenGL. For each polygon, DeleD passes a list of vertices to OpenGL and openGL renders the polygon. Problems do arise when these polygons are concave (contain cavities). You must always make sure that the polygons in your mesh are simple planar convex polygons.

In this case, you should use the vertex connect tool to split the polygon into multiple smaller ones, until it looks good. A quick and dirty way of doing this (might still produce undesirable results) is to use triangulate on those concave poly's Smile
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Nov 09, 2009 3:34 pm    Post subject: Reply with quote

Thankyou. That worked. It gave me some very long polys, but those righted themselves with the rest of the csg stuff I did. Smile
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Mon Nov 09, 2009 7:37 pm    Post subject: Reply with quote

Idea You can also use "Optimize" after or before triangulation.
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