Non-Planar Quads and a couple more 3D Questions
Posted: Wed Nov 04, 2009 5:14 pm
I'm noticing that while modeling, certain rotations and pulling around of vertices makes quite a few of the quads non-planar. I began wondering if this will cause any issues.
From what I can tell, the biggest issue appears to be with culling... and at what viewing angle a non-planar quad is not drawn. If some quads are only slightly off of a plane and not likely to be viewed along an edge, should I worry about them much? Or are there other things to be weary of...
Extra Question 1 - I'm testing a texture out for a floor surface and the model atop it does not have a texture yet. If I bind a texture then draw the floor, the model seems to be affected. Is there a quick easy way to unBind a texture so vertices that follow use no textures?
Extra Question 2 - Along the sames lines a EQ1, I'm trying to do a repeating texture. From what I know of defining texture coordinates... I'm not understanding how it works. If I have a single square plane of a quad, and 128 x 128 texture that I want to fill the quad, I'd define a texture coord. at each vertex and it would stretch or shrink the image on the entire quad based on those coords... Adding the parameters to wrap don't seem to be affecting anything... I'm sure I'm just missing the proper way to do it.
From what I can tell, the biggest issue appears to be with culling... and at what viewing angle a non-planar quad is not drawn. If some quads are only slightly off of a plane and not likely to be viewed along an edge, should I worry about them much? Or are there other things to be weary of...
Extra Question 1 - I'm testing a texture out for a floor surface and the model atop it does not have a texture yet. If I bind a texture then draw the floor, the model seems to be affected. Is there a quick easy way to unBind a texture so vertices that follow use no textures?
Extra Question 2 - Along the sames lines a EQ1, I'm trying to do a repeating texture. From what I know of defining texture coordinates... I'm not understanding how it works. If I have a single square plane of a quad, and 128 x 128 texture that I want to fill the quad, I'd define a texture coord. at each vertex and it would stretch or shrink the image on the entire quad based on those coords... Adding the parameters to wrap don't seem to be affecting anything... I'm sure I'm just missing the proper way to do it.