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Edge Loops - Odds & Evens - Printable Version

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Edge Loops - Odds & Evens - greytery - 03-16-2013

I'm looking at Edge Loops. (V1.4.1)

Edge loops are supposed to 'stop' at non 4-way intersections, or so the web-wide definitions seem to say. However, it looks like Wings edge loops will carry 'straight on' if the number of edges at an intersection is an even number. That is, Wings ignores the 4-way rule.

Not sure if this is a 'bug' or a 'feature'. Can any one confirm which it is?

IF IT IS a bug, it doesn't have to be be fixed, necessarily, because the behaviour is still logical and useful. But I think we should be clear about what to expect.

You can see this effect on the basic Sphere primitive:
- create a standard (16 section) sphere,
- create a longitudinal edge loop from any vertical edge.
- switch to Y axis view (and -Y view if you still doubt).
Isn't the longitudinal edge loop supposed to stop at the poles (with 16 edges)?

It's not about multiples of 4, either.
Just to check, I also created a number of sphere primitives with different section counts such as 15, 17, 18, 3, 4, 5 ... you can see where I'm going here. In all cases, the edge loop stopped at poles where there was an odd number of edges, but continued where there were an even number of edges.
It also appears that if a vertex has 2 connected edges (after an edge has been cut, say) then the edge loop will continue 'straight ahead' (- logically and usefully).

What do the developers and experienced modellers expect?

greytery