Maille triangulée
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Aspose.3D for Java API prend en charge le maillage de triangulation, ce qui est utile pour l’industrie du jeu car le triangle est la seule primitive supportée par le matériel GPU (les données non triangulées sont triangulées au niveau du pilote, ce qui est inefficace dans le rendu en temps réel). Exemple de code:
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// The path to the documents directory. | |
String MyDir = RunExamples.getDataDir(); | |
// Initialize scene object | |
Scene scene = new Scene(); | |
scene.open(MyDir + "document.fbx"); | |
scene.getRootNode().accept(new NodeVisitor() { | |
@Override | |
public boolean call(Node node) { | |
Mesh mesh = (Mesh)node.getEntity(); | |
if (mesh != null) | |
{ | |
// Triangulate the mesh | |
Mesh newMesh = PolygonModifier.triangulate(mesh); | |
// Replace the old mesh | |
node.setEntity(newMesh); | |
} | |
return true; | |
} | |
}); | |
MyDir = MyDir + RunExamples.getOutputFilePath("document.fbx"); | |
scene.save(MyDir, FileFormat.FBX7400ASCII); |