lertulo
14th November 2004, 09:32 PM
I've got an old 3DS teapot model that I've been kicking around for a while.
Somehow this file has become corrupted--I'm not worried about that; it's an old file and possibly has been bad for a long time. The problem is that some sixteen triangles in the mesh have non-unique vertices:
importing C:\src\banshee\tests\meshtest\resources\teapot.3ds
bad 3ds triangle indices (non-unique) 385 385 390
bad 3ds triangle indices (non-unique) 385 385 394
bad 3ds triangle indices (non-unique) 385 385 398
bad 3ds triangle indices (non-unique) 385 385 402
bad 3ds triangle indices (non-unique) 385 385 406
bad 3ds triangle indices (non-unique) 385 385 410
bad 3ds triangle indices (non-unique) 385 385 414
bad 3ds triangle indices (non-unique) 385 385 418
bad 3ds triangle indices (non-unique) 385 385 422
bad 3ds triangle indices (non-unique) 385 385 426
bad 3ds triangle indices (non-unique) 385 385 430
bad 3ds triangle indices (non-unique) 385 385 434
bad 3ds triangle indices (non-unique) 385 385 438
bad 3ds triangle indices (non-unique) 385 385 442
bad 3ds triangle indices (non-unique) 385 385 446
bad 3ds triangle indices (non-unique) 385 385 386
BUT, AC3D is not handling this thing very well. When it sees these, it immediately fragments the object's surface--so that if I turn around and re-export the file, I've suddenly got no vertex sharing anywhere.
This makes it REALLY hard for me to simply fix the model. :(
Somehow this file has become corrupted--I'm not worried about that; it's an old file and possibly has been bad for a long time. The problem is that some sixteen triangles in the mesh have non-unique vertices:
importing C:\src\banshee\tests\meshtest\resources\teapot.3ds
bad 3ds triangle indices (non-unique) 385 385 390
bad 3ds triangle indices (non-unique) 385 385 394
bad 3ds triangle indices (non-unique) 385 385 398
bad 3ds triangle indices (non-unique) 385 385 402
bad 3ds triangle indices (non-unique) 385 385 406
bad 3ds triangle indices (non-unique) 385 385 410
bad 3ds triangle indices (non-unique) 385 385 414
bad 3ds triangle indices (non-unique) 385 385 418
bad 3ds triangle indices (non-unique) 385 385 422
bad 3ds triangle indices (non-unique) 385 385 426
bad 3ds triangle indices (non-unique) 385 385 430
bad 3ds triangle indices (non-unique) 385 385 434
bad 3ds triangle indices (non-unique) 385 385 438
bad 3ds triangle indices (non-unique) 385 385 442
bad 3ds triangle indices (non-unique) 385 385 446
bad 3ds triangle indices (non-unique) 385 385 386
BUT, AC3D is not handling this thing very well. When it sees these, it immediately fragments the object's surface--so that if I turn around and re-export the file, I've suddenly got no vertex sharing anywhere.
This makes it REALLY hard for me to simply fix the model. :(