123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|599|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Concept/Design -> Prospero -> That OpenGL Convex/Concave thing.

Sun, 25 Nov 2007, 15:01
Jayenkai


Not sure if you can follow that.
But I was thinking, if you're creating the concave object by Cutting the first object with a second one, it might be leaving behind an inverted mesh, ie the opposite of what you're trying to achieve.
Take a look at the image above, and if that IS what you're doing, then hopefully it should help you figure it out!
Although, to be honest, you didn't say HOW you were creating the Concave object, and that might just be a load of garbage

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Mon, 26 Nov 2007, 06:14
Phoenix
I think you mixed up the names; I was the one who moaned about the convex/concave thing.

But now I see what you mean -- and that's not possible, because the polygons still have to be rendered in convex regardless of how they were created. I could use the tessellation methods that come with GLU, but I don't. It's easier to just give up
Mon, 26 Nov 2007, 06:27
Jayenkai
Damn.. I even asked Spinal and he didn't know which of you it was, either


Aw well, shame it doesn't help, but it was worth a try!

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