[x3d-public] Sphere subdivision in to X3DV4 standard

GPU Group gpugroup at gmail.com
Thu May 28 05:25:44 PDT 2020


Q. would it be possible to do a mathematical sphere in the fragment shader?
- do a box or a slightly larger rough sphere to get into the fragment shader
- send radius and center into frag shader
- in there do a mathematical test to see if you're on a perfect sphere,
discard fragment if its a miss
- then (somehow) compute tangent etc -whatever frag shader normally needs
to do its job
-Doug


On Wed, May 27, 2020 at 11:18 PM J. Scheurich <mufti11 at web.de> wrote:

> | Can i get help putting subdivision as found here:
>
> | https://doc.x3dom.org/author/Geometry3D/Sphere.html
> <https://doc.x3dom.org/author/Geometry3D/Sphere.html>
>
> | into the X3DV4 (perhaps HTML version only) specification?
>
> There are different algorithms to render a Sphere, not only subdivision
> (https://en.wikipedia.org/wiki/Subdivision_surface)
>
> for example in white_dune spheres are rendered as triangles...
>
> What is needed is a away to define the number of polygons of a sphere,
> to define a chiseled or a smooth sphere, but you would need to
> define a render algorithm....
>
> so long
> MUFTI
>
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