Anyone have pointers to reference material regarding reconstructing mesh connectivity data from JME/opengl style buffers?
I’m working on importing jme object data into an editor application. The editor, to support operations such as subdivision, needs full connectivity data. I.E.
- a triangle has vertices and edges.
- vertices are shared by triangles, and know to which triangles they belong.
- a shared vertex may have data mapped separately for each face (such as UV coordinates/texture parameters)
- surfaces are manifolds:
- Only two faces may share an edge
- no Mobius/Klein surfaces.
- mesh can be composed of several disjoint manifolds
For just some starters.
JME buffer-based meshes, on the other hand, are simply a collection of loosely-related individual faces flying in close formation, sharing as much data as possible. Which is great for shipping off to the GPU, but means I need to reconstruct the connectivity.
I don’t think it will be prohibitively difficult, but I can’t be the first person to try to manage this task (in general, at least)
Any hints or resources on standard approaches/pitfalls to watch for?