![]() This is very slow and CPU only, as it's chopping up a solid mesh, adding bits, and removing them. it is the product of the solid geometry from the commands you give the program. ![]() So the "rendering" isn't by or FOR the graphics card. So when you're cutting a cylinder out of a cube, you're not simply altering a 3D mesh to add a few points, and link them with triangles, the program has to ensure the object remains "solid" (all those 3D points are shared correctly between the triangle list). The sharing of points is what makes the inside "stay" inside. ![]() They need to share a list of 4 points, where 1 point is a triangles own, and the other two points are shared with the other triangles. Two triangles that are next to each other so there isn't a seam don't even make a solid join, if they have 3 3D points each. To be solid - ALL the triangles have to connect on their 3 sides to other triangles using the same points. You've seen it all in games at one time or another likely without recognising them.Īll of these things screw up a 3D print - just what's "solid" (on the inside) when there's a hole in a cube? Mathematically we can't know for sure, even if your brain's saying "Well, there's a small hole on that face there". Your graphics card is happy rendering meshes with holes in the sides, reversed triangles, super long thin triangles, and even triangles that go through other triangles. these are very different from what you would send a graphics card - which is just a list of 3D points and a list of how to connect them up together using triangles. OpenSCAD builds "manifold (solid, hole-less, seamless) objects".
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |