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Another Vertex issue that needs fixing
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Another Vertex issue that needs fixing // Bugs
Post by kena // Jul 27, 2008, 4:15pm
kena
Total Posts: 2321
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OK - just to be sure that I got all the vertix issues, I took a flat plane (single-sided) and made a small terrain grid.
left-to-right
top-to-bottom
angles from top-left to bottom-right
Then I started moving vertices.... and my mesh got all messed up.
Here is an example fo the problem:
When you make crossed vertices in 7.51, wherever they cross, the vertex will snap to the nearest one and become one vertex. But now that does not work
Using select through and the bounding-box selection here, you can see where the "single" vertex that should be here was actually two.
And yes, I thought that maybe it was because of the angle edge I added, but in some of them, three became one. So even the original crossed lines became two vertices. But not all of them. Some of these were a single vertex some were two and some were three.
Is this a bug, or do I have to flatten history when creating crossed lines now?
Either way, there is a bug here, since the behavior is not consistent throughout.
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After going over this portion of my plane, I ended up with 13458 vertices. as you can see, I started out with 13484. I've got a LOT more to go through now. Also slowing up my workflow. |
Post by Jack Edwards // Jul 27, 2008, 6:02pm
Jack Edwards
Total Posts: 4062
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I'm not sure I understand the problem Kena, can you post a video? |
Post by kena // Jul 28, 2008, 5:17am
kena
Total Posts: 2321
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Hope you can see this one ok. ignore the video weirdness. My video card is optimized for an older game and the black areas show up normally for me.
Note that even through my diagonals crosses the points of the grid, one snaps and the other one does not.
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Post by TomG // Jul 28, 2008, 5:24am
TomG
Total Posts: 3397
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Why not triangulate manually and perhaps make the task swifter?
Looks like you'll need to go from point to point, going across the faces in this way is creating new vertices it seems, which I'm not sure I'd regard as a bug as simply the way it does it (drawing across faces creates new vertices whether there are vertices there already or not).
But an auto triangulation would seem more efficient anyway?
HTH!
Tom |
Post by kena // Jul 28, 2008, 8:48am
kena
Total Posts: 2321
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The problem is that in TS7.51, those vertices WOULD auto snap, and in TS7.6 they do not. and in a situation where I'm making a 400x400 grid, going from one square's corner to the next would actually slow me down. :p |
Post by Jack Edwards // Jul 28, 2008, 8:54am
Jack Edwards
Total Posts: 4062
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Well definitely looks like something that could be optimized.
The vertex heal tool will provide a quick fix for this. Just drag select the verts, right click the heal tool so you can set the snap distance, and then click it to weld the verts that are close together. |
Post by tomasb // Jul 28, 2008, 9:30am
tomasb
Total Posts: 261
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confirmed & fixed. |
Post by kena // Jul 28, 2008, 9:33am
kena
Total Posts: 2321
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Ah thanks for the workaround Jack and the fix Thomas! |
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