Message-ID: <3868C320.26C1BC3B@maths.unine.ch> Date: Tue, 28 Dec 1999 15:03:15 +0100 From: Gautier Organization: =?iso-8859-1?Q?Universit=E9?= de =?iso-8859-1?Q?Neuch=E2tel?= X-Mailer: Mozilla 4.51 (Macintosh; I; PPC) X-Accept-Language: en MIME-Version: 1.0 Newsgroups: comp.os.msdos.djgpp Subject: Re: 3D Problem References: <38637BBF DOT CC5A0C04 AT maths DOT unine DOT ch> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: mac13-27.unine.ch X-Trace: 28 Dec 1999 15:01:03 +0100, mac13-27.unine.ch Lines: 30 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com > I tried your site, but Im just a starting "programmer" :) and I was not able > to find the information, I need. You can take a look at the excellent (and simple) Peroxide tutorial (link @ http://members.xoom.com/gdemont/e3d.htm, that is http://www.peroxide.dk/ IIRC) with clear and simple Pascal code (C too). > I've got an array FACE which includes a number of arrays QUAD, that > include > the 4 vertex points (x,y,z,color) .(Actually I'm just using faces with 4 > points) It means the when a point (x,y,z) is shared by n faces, you have to rotate n times the same point -> Bad! You should rather have an array of points for the whole object, and an array of faces with indices to these points p1..p4: (idx,color). > First I was just checking the z-coordinate but it worked just partly. :( How do you define the z-coordinate of a face ? You have to make a choice. The most convenient is the mean of the z-coord of the points that are vertices of the face. Then you use that z-coord as the sorting key for your faces. Remember that a sorting algo will sort the key as well as the information (the face indices), so the access to face data must use the index permutation, except the z-coord! (a good bug source) HTH - happy new bug -- Gautier