Path: utzoo!mnetor!uunet!lll-winken!lll-lcc!well!ewhac From: ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) Newsgroups: comp.graphics Subject: Re: Some beginner's questions & some objects Message-ID: <5378@well.UUCP> Date: 5 Mar 88 23:10:43 GMT References: <612INFO@NDSUVM1> <618UD140469@NDSUVM1> <5327@well.UUCP> <637UD140469@NDSUVM1> <5362@well.UUCP> Reply-To: ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) Organization: The Society to Turn Wesley Crusher into a Styrofoam Dodecahedron Lines: 20 In article <5362@well.UUCP> shf@well.UUCP (Stuart H. Ferguson) writes: >Scott Udell asks about the "work lines" in CAD 3D and how to remove them. > >The binary format for CAD 3D, the "3D3D" format files, have 3 bits in them >that signal the lines of each triangular face as being "real" or "work" lines. >For some reason this is lost when using the ascii output format. If you >don't mind bashing on the binary format you could extract the data sans >work lines. > Yes, but this doesn't address the other question: How do you take a set of (possibly randomly arranged) edges, and reconstruct them into reasonable polygons? You could play all sorts of games by comparing edge endpoints to each other, but that seems like a messy solution, possibly unreliable, and if your object is at all complex, it could take a long time to figure out. (Is this an n^2 problem?) _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Leo L. Schwab -- The Guy in The Cape ihnp4!ptsfa -\ \_ -_ Recumbent Bikes: dual ---> !{well,unicom}!ewhac O----^o The Only Way To Fly. hplabs / (pronounced "AE-wack") "Work FOR? I don't work FOR anybody! I'm just having fun." -- The Doctor