Skewing in official parts


Skewing in official parts
#1
As a result of this thread, I'm wondering are there any parts in the library using skewing (of base scaled reference), is it even legal?

I need to know to decide if it's worth the needed rewrites to my texmap meta implementation.
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Re: Skewing in official parts
#2
Deformation of primitives a is very common practice:
http://jc-tchang.philohome.com/manuel/prim_def.htm
but I can't remember ever seeing it on a part.
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Re: Skewing in official parts
#3
I think I've used it before, but couldn't tell you on what part. I just vaguely remember working out the skewing matrix sometime in the past.

Perhaps the texmap extension could demand no skewing. I can't see it being useful in more than a tiny fraction of cases, and even then it might be more trouble than it's worth since the texture would have to contain unskewing to look OK.

Tim
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Re: Skewing in official parts
#4
I am pretty sure I used it... Dunno where!
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Re: Skewing in official parts
#5
I have a vague recollection of having seen a skewed sphere primitive in some official part, but I could be wrong about that.
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Re: Skewing in official parts
#6
Thanks guys,

It's only a problem when the skewed referenced part uses local TEXMAP info. And I'm guessing the skew usages are mostly for the general shaping of stuff which then might be mapped on a higher level, thus nullifying the problem.

Anyway I decided to not change my current approach until some part actually needs it, as the solution will slow down calculations for all other usage.
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Re: Skewing in official parts
#7
The skewing of box primitives should be fine and I think that some of the windshield parts may use skewed cylinders.
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