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Hi there,
I’m currently playing with the fbx sdk and some procedural rendering engines: the goal is to procedurally render a fbx file on those engines.
The problem is that one of those rendering engine can only handle triangle geometry for now and that my fbx file can be, partly or completely, made of non-planar polygons…
After few minutes of research in the fbx sdk I found something interesting : KFbxMesh* TriangulateMesh(KFbxMesh const* pMesh) which triangulates a mesh.
Well, perfect ! Actually not really… As I expected, the triangulation is rather basic, not lossless and thus I lost some smooth aspect of my geometry… and neither my 3d artists nor the director will be agree with that.
Here are the results:
Not triangulated geomety
Fbx-triangulated geometry
Is there another way to triangulate some geometry ? Maybe with configurable smooth levels ?
I’d prefer not implementing my own triangulation :)
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