Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Keba

Polygon Problem

This topic is 5435 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Assume that i got a face with x vertices, how do i know how to store the vertices to create enough polygons(tris) to cover the whole face, but not creating to unwanted polygons Are there any good techniques or theory for that!

Share this post


Link to post
Share on other sites
Advertisement
if the polygons are planar... then its very straightforward. You can use the Fortune (line sweep) method, for delaunay triangulation, to make a convex hull, which in this case will contain only those triangles you need. If they are not planar, you use the generalisation, called plane sweep. This will make a convex hull of the figure (triangulation). An intellegent combination of these methods can be used to generate what you are looking for. Remember that if the points are not planar, they don''t make a unique figure. This method will make a tringulation that is the outer surface of a concave figure. In general it is unwise to render non planar polygons, due to this ambiguity.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!