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need two very simple models (cube and sphere) in .x format

Started by June 16, 2006 07:49 PM
4 comments, last by JakeM 18 years, 7 months ago
Folks, I am a programmer and trying out a new algorithm. I need really simple models. I tried using Blender but failed even to generate simple cube and a sphere. Rather, the cube that blender generated had 36 vertices don't know how? I need two very very simple models. I need files in .x format. Just the mesh data. 1. A cube (centered at origin) and sides aligned with axes and each side is 1 unit long. So co-ordinates of points would be (0.5,0,0), (0.5, 0, -0.5) and so on and so forth. This cube will have 8 vertices and 12 triangles in the mesh. 2. A sphere centered at origin with about 100 or so vertices. Can anybody here do me a favor and generate these two .x files? I am not an artist and don't want to spend too much time learning how to use the modeling software. Thanks in advance -Rahul
Sphere and Cube.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
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Thanks man. This should do it. A couple of things that I don't understand why
modeling packages do is create more vertices than required.

e.g. this cube that you've crated has 24 vertices. All it really needs it 8.
There's a repeation.

But anyways, these models suffice my needs. Thanks a bunch again.

regards
-Rahul
There are ways to reduce/increase the amount of surface detail in most programs before the object becomes a regular mesh (such as increasing or decreasing the amount of sides/cylinder, increasing/decreasing subdivisions in a cube, etc.

In the case of the cube, it sounds like each poly was unconnected to the others, though, like you had 6 perpendicular faces instead a cube.
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Quote: Original post by Professor420
In the case of the cube, it sounds like each poly was unconnected to the others, though, like you had 6 perpendicular faces instead a cube.

I do belive that is what is happening. It is producing the coordinate boundaries of the faces, not the boundaries of the object.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
Quote:
e.g. this cube that you've crated has 24 vertices. All it really needs it 8.


Actually, no. These are like DirectX vertex buffers.

Vertex buffers can store texture coordinates and vertex colors too, so there
has to been one entry per texture coordinate/vertex color, or 24 entries (3vertices*12trigs=24).

If you only want 8 vertices, then you can't use texture coordinates or vertex colors.

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