- I can control each vertex by a graphical hotspot to move
- I can switch (un)visible each edge
- I can wrap on it a texture exactly (see a thread half a year ago)
- In this case: I could export the nodes, edges, pgon etc. to file and could autoscript a native GDL by graphical changes.
- I can do some math again.
I started working with it by writing an polygonal object, which spans a web of triangles. Each node I can lift and move as the freeform tool. This web I can give any surface none of the predefined commands can give to me. All I need is the algorithm to calculate the vertices. And that all by the full control of each triangle in space. First I did a flag, which flutters in the wind nearly realistic, because each triangle depends of its neighboured one. A bit like infinte element calculation. And the algorithm has some random components to make it not look like a sinus-wave. One problem was, and this caused the thread about the TEVE-command, that no GDL command wraps a texture or picture exactly on a folded surface. If you get high hills and deep valleys each command looses the exact connection to the next triangles. Only TEVE does this job. And this causes working with primitives.
I am still looking for a easy to GDL transferable algorithm to calculate nurbs or blobs. I am happy to have found one for splines. I first step, but still on the hunt. But before I have find some ... time.
😉