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lod #3
lengthPerPixel 0
matref wtf
trifan 0 1 8 7 6 5 4 3 2 1
end
end #lod 3
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lod #3
lengthPerPixel 0
matref wtf
trifan 0 1 8 7 6 5 4 3 2 1
end
end #lod 3
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angvel specifies the dynamic angular velocity
(degres per second).
I copied this code -without thinking- direct after the end of lod2-code.Code: Select all
lod #3 lengthPerPixel 0 matref wtf trifan 0 1 8 7 6 5 4 3 2 1 end end #lod 3
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lod
lengthPerPixel 0
matref material
dlist
quadstrip 1 2 3 4 5 6 7 etcetera
end #material
end #lod
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tristrip 1 2 3 4 5 6 7 etcetera
I loooked at the map code, and I believe the "two copies of a group definition" are the instances of group s at the bottom of the map. I recognise the meshes defining the toroids, spheres and gears, but beyond that *ow* my head hurts. Can anyone explain how the figure-8 effect is accomplished? I'm trying to interpret whether it is something reproducible and extendable to other kinds of complex paths, or whether it is just way too clever and wont usefully generalize.anomaly wrote:Code: Select all
P.S. The figure eight animation of the ball was done using two copies of a group definition containing a mesh that uses a drawInfo block. It also uses two dynamic colors and a texture matrix to invert on one side of the figure eight.