VextexCoords problem

Blitz3D Forums/Blitz3D Programming/VextexCoords problem

Vignoli(Posted 2007) [#1]
Hello :)
I'm trying to program a simple low poly modeler with bodyparts.
Here are the screenshots :



I use cylinders joined together to make bodyparts be together. (12 vertex by cylinder)
The problem is that when i use the "VertexCoords" command for the arms, a vertex is like if it was divided by 2 :


Does someone have an idea in that ?
Thanks :)


big10p(Posted 2007) [#2]
I think I know what you're talking about. You mean you move a vertex and it makes a hole in the cylinder, like in the second screen shot?

This is because a cylinder has a 'seam' running down one side. It's like if you put two ends of a piece of paper together to form a cylinder - there'd be a seam down the side.

As such, the vertices on the seam are duplicated (one for each end of the paper) and have the exact same coords. You'll need to move both of these vertices together, when dealing with seams, else you'll get a hole, as you've seen.

Cylinders (and spheres, and cones) have seams so that they can be texture mapped correctly.


Vignoli(Posted 2007) [#3]
thanks a lot big10p
:)