after eve | sun and eve | voronax I´ve been working on couple of other plug-ins that I want to release for free. One of them should be a sculpting tool for polygon meshes (like Zbrush, Blender, Sculptris, etc…have). And I would really appreciate some help. (I am using C++)
I ´ve been reading about sculpting algorithms and they are not that scary (any additional tip on literature would be appreciated). But in order to start I have to do something I haven´t really done before - use screen coordinates. I guess the guys from “uto” know exactly what Im talking about because their Mesh Paint uses the technique… Since the sculpting happens “in 2D” on the screen, I need to “shoot rays” from the screen through the mesh, look for intersections and then apply the sculpting algorithm around the intersection. (I guess this is the optimal method) So…my question is how does this really work? Or what is the best way to do it?
I´ve been looking at this example:
but i am still not sure how to get that ray, that vector from the 2d point “on the screen”… Is that ray maybe a positive Z or Y axis in the screen_cs that just needs to be transformed into the world_cs?
Would appreciate any thoughts on this…