====== atMeshDecimator ====== ===== Plugin information === ^ Author | [[user>Aaron]] | ^ Description | This plugin generates an optimised, decimated mesh for exporting to B3D, X and OBJ files. | ^ Menu option | See //[[#Using atMeshDecimator]]//, below. | ^ Download link | Included with installer L3DT 2.6 beta 4 and later. | ^ Last update | v13.10.0.0, released 6th of October 2013. | ^ Dependencies | L3DT version 13.10 or later. | ===== Using atMeshDecimator ===== ==== The optmished mesh exporter ==== To export the heightfield and texture as an optimised mesh, select the '//File->Export->Export optimised mesh//' menu item. Please see the [[bundydocs>l3dt:userguide:io:export:mesh|mesh exporter user guide]] for more information. ==== Exporting single map layers as optimised mesh files ==== To export a map layer in the project as an optimised mesh file, select the appropriate map layer tab, then select the '//File->Export->Export active map layer...//' menu option. In the the //Export map// wizard, select either the B3D (Blitz3D), X (DirectX), OBJ (Wavefront) or 3DS (3ds Max) file format in the //file format// drop-list. Set your filename, and click OK. When you export a B3D, X or OBJ mesh file, you will be informed of the 'raw' heightfield triangle count and then asked whether you want to run the mesh decimator, as below: {{ :plugins:calc:atmeshdecimator:deciprompt.png |:plugins:calc:atmeshdecimator:deciprompt.png}} If you select 'yes', the mesh decimator window will open and you will be asked to select the maximum vertical error for the decimation, as below: {{ :plugins:calc:atmeshdecimator:decidialog.png |:plugins:calc:atmeshdecimator:decidialog.png}} When you change the vertical error, the mesh decimator will automatically re-calculate the resulting triangle count and display it in the decimator window. You can view the optimised mesh by selecting the 'Preview...' button. This will rendered the mesh in the [[plugins:general:azurite|Azurite 3D mesh rendering plugin]], as shown below: {{ :plugins:calc:atmeshdecimator:azurite.png |:plugins:calc:atmeshdecimator:azurite.png}} When you click the 'OK' button in the mesh decimator window, the file will be exported with the triangle count you have set. ==== Using the mesh decimator in plugins and scripts ==== The mesh decimator may be called to create a mesh object from a heightfield using the functions defined in the ''helper/atMeshDecimator.h'' file that is included with the latest [[bundydocs>zeolite|plugin API]]. To call the mesh decimator in a script, use the ''calc.mesh.DecimateHF'' or ''UI.MeshDecimatorDecimateUI'' script functions. ===== Changes ===== 2013/10/06 --- Released v13.10.0.0, with support for optimised tile edges (see [[bundynews>l3dt:2013:oct:06|blog post]]). 2011/06/24 --- Released v2.9.8.6, with new mesh exporter interface. 2011/04/26 --- Released v2.9.6.0, with delayed mesh rendering when changing max error setting in UI, and using dynamically allocated non-contiguous memory pages for triangle pool. 2009/04/18 --- Released v2.7.2.0, with fix for buffer type in mesh preview. 2008/09/08 --- Released v2.5.4.0.