Traditionally, models consist of lots of vertices connected by triangles. That forces the use of a high amount of vertices for detailed organic shapes or makes models kind of blocky. Even though ...
I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final ...
SecondLife/Opensim uses Primitives to construct models. How it works in details is explained here. Now I have many triangles which link together. Is there any way to make them into one prim, thus ...