here is the link:
please help,i have no clue at all
Do you have an equation (either implicit or parametric) for the surface? If you have an implicit equation (i.e. f(x,y,z)=0), then you can generate a mesh with the correct topology and approximate vertex positions then use Newton’s method to move the initial vertex position onto the surface.
The Wikipedia article gives the approximation cos(x)+cos(y)+cos(z)=0. For that, the gradient is just [-sin(x),-sin(y),-sin(z)]. Or you could just solve for one coordinate in terms of the other two, e.g. z=acos(-cos(x)-cos(y)).
thank you very much, i used marching cubes to make it,but the result not right,only half showed,how to fix it?
I’m not certain, but it looks like front faces are being culled; try glDisable(GL_CULL_FACE)
.
If that isn’t the issue, try glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
to draw a wireframe version to see whether the issue is with the geometry or its rasterisation.
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