Unneeded triangles?

g1realg1real Join Date: 2005-05-28 Member: 52633Members
I can't wrap my around why this is happening. It doesn't happen in smaller geometry where it just cleanly divides into two triangles like you would expect, but I would expect bigger geometry to just have a grid of these triangles.

Do I just have to lay it off as buggy editor alpha code?

<a href="http://puu.sh/1oziG" target="_blank">http://puu.sh/1oziG</a>

Comments

  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    You dont need to be concerned about those. They are generated automatically and you cannot directly affect them.
  • g1realg1real Join Date: 2005-05-28 Member: 52633Members
    But isn't it a performance loss to generate triangles arbitrarily like that?
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    I'm not sure why all those light grey lines are showing up for you, but they don't for me. As far as I'm aware, the only real 'lines' that matter are the black ones with the dots - the vertexes. I don't think the grey lines influence anything.

    It's not a huge deal in spark if you have a lot of lines/vertices, though it's common to clean your geometry up a bit to make it easier to keep track of what you're doing.

    I'm not an authority on NS2 mapping though, you'd have to ask one of the experienced mappers to be sure.

    On a sidenote, yes: the editor will still improve as well and no: it's not alpha.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    There are too many triangles there because It looks that you went litle bit crazy with line and rectangle tools. I think there must be a lot of overlaping and broken faces. There is always high level of caution required when breaking the planes down using those.

    BTW for Angelusz: Triangluation view can be turned on/off when clicking on the name of the viewport (like lighting, wireframe etc.)

    I think, in the days of todays computers, the amount of triangles is not much of concern and I belive that engine is doing triangulation in sufficient way. It even can deal with coplanar faces quite well (remember Half-Life 1?).
  • g1realg1real Join Date: 2005-05-28 Member: 52633Members
    <!--quoteo(post=2018481:date=Nov 10 2012, 07:16 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Nov 10 2012, 07:16 PM) <a href="index.php?act=findpost&pid=2018481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure why all those light grey lines are showing up for you, but they don't for me. As far as I'm aware, the only real 'lines' that matter are the black ones with the dots - the vertexes. I don't think the grey lines influence anything.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Show Triangulation

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It's not a huge deal in spark if you have a lot of lines/vertices, though it's common to clean your geometry up a bit to make it easier to keep track of what you're doing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Aye but the point was that (this was admitting, a ridiculous size of geometry) there were triangles missing/not being drawn and a ridiculous amount of triangles when you only need two to render a square.

    <!--quoteo(post=2018516:date=Nov 10 2012, 07:39 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 10 2012, 07:39 PM) <a href="index.php?act=findpost&pid=2018516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are too many triangles there because It looks that you went litle bit crazy with line and rectangle tools. I think there must be a lot of overlaping and broken faces. There is always high level of caution required when breaking the planes down using those.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe there was overlap, but that's the editors own fault, because I just placed a few squares next to each other.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think, in the days of todays computers, the amount of triangles is not much of concern and I belive that engine is doing triangulation in sufficient way. It even can deal with coplanar faces quite well (remember Half-Life 1?).<!--QuoteEnd--></div><!--QuoteEEnd-->

    The point was the weird way of triangulation that happens on these squares, and it would be interesting to know the reason why they are made like that, because it seems inefficient in itself.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited November 2012
    Maybe the way of triangulation is inefficient, maybe the editor sometimes fails to create face by closing the edge loop incorrectly, but thats everything that we can do about it. These factors aren't really limiting my creativity with editor and if I encouter some broken faces, I just recreate them in more simple way. I doesn't happens too often though.

    You will just have to learn to live it. When working with editor you will learn the ways that work and you will develop your unique style. Or you can analyse those problems and help UWE to improve Spark :-)
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    The problem is it seems like you're creating this as one piece of geometry. If you double-click it should select all of it.

    Ideally, you could create a single rectangle (which is 2 triangles), then copy & paste it 9 times, using the move tool on the edges to resize. Then you'll only have 20 triangles.

    Now double-clicking will only select a single rectangle.
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