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CaffeinePwrdAl

Member Since 24 Apr 2001
Offline Last Active Mar 22 2013 08:13 AM
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Posts I've Made

In Topic: Triangulating a polygon region over terrain

18 February 2013 - 01:10 PM

Yeah, no worries about z-fighting - Generically, the tessellated area forms the cap of a 'terrain following vertical extrusion' - in the first case I'm using it for the top of a region of trees, with a terrain-following strip around the outside with appropriate textures for trunks, possibly another strip around the edge for foliage, the top will be textured, probably displaced slightly on top of following the terrain, with a bit of paralax mapping for relief. Should look pretty effective for what I want to achieve.

 

I've got some other ideas for using the functionality it once I have it in the toolbox :)

 

Alex


In Topic: Triangulating a polygon region over terrain

18 February 2013 - 09:15 AM

Vilem,

 

This was largely what I was intending to do, I was just trying to think of an approach that reduced the complexity from test everything against everything else. Probably still the top on the list.

 

irreversible,

 

'Ear-clipping, then split by grid' would not generate a particularly nice triangulation as a pair of adjacent ears that completely contain a grid square can actually end up bisecting it into more triangles, especially if any of the ears were 'thin' (see below). Though as you suggest, its probably fairly easy to get that scheme working. Already have the ear clipping code in there for one.

 

Delaunay could be nice, hadn't thought of just triangulating the contour and the grid points from a single point set.

 

Attached File  PolygonRegionEarThenClipBadTriangles.png   32.96K   6 downloads

 

Alex


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