The implementation of the BFC specification (what is

Backface Culling?) into LDPartEditor is done.

All BFC changes will be applied instantly.

A "BFC NOCERTIFY" among others:

BFC CLIP / NOCLIP

Here is another example of multiple views. The screenshot was taken before I finished the BFC feature.

https://lh4.googleusercontent.com/-cDj9Z...t_view.png
Closer and closer to release...???

Even a pre-alpha would do it. Better soon than perfect.

w.

The next implementation step were optional lines.

There are different ways to display these lines, e.g.:

1. Show all

2. Show all + control points

3. Draw them as described in the official specification

4. " + control points

However.. I will improve the rendering of (optional) lines in the future.

How do you go about rendering conditional lines like that..? It apparently is a big hassle when you do it with OpenGL. What's the stunt here?

Imagine an optional line with the four points A2, B2, C2 and D2.

1. Take these points and multiply them by their perspective and modelview matrix M.

As a result you'll get A, B, C and D in screen coordinates.

Code:

`Matrix4f.transform(M, A2, A);`

Matrix4f.transform(M, B2, B);

Matrix4f.transform(M, C2, C);

Matrix4f.transform(M, D2, D);

2. Calculate the line normal

Code:

`N.x = A.y - B.y;`

N.y = B.x - A.x;

3. Calculate the discriminant

r by

Code:

`[b]r[/b] = Vector4f.dot(N, Vector4f.sub(C, A)) * Vector4f.dot(N, Vector4f.sub(D, A));`

where

Vector4f.dot() calculates the dot product of these two vectors and

Vector4f.sub() the difference vector.

4. draw the line between A2 and B2

only if r > 0
Big question is: Will I be able to select a vertex, move it with the mouse in 3D and all lines, cond. lines, triangles, quads connected will be affected by the move?

w.