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jeff_rowa

Tessellate a plane

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Hi everyone, could anyone please tell me how can I tessellate a plane. I have the start and end position of the plane, so I need the width and height as well to divide them by the number of sub items. but I don't know how!!!

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Do you mean a plane as in "airplane?" If so, how is it represented in memory?

Or do you mean a plane as in the infinite affine variety of dimension 2? If so, what do you mean by start and end position of an infinite surface?

And what items, precisely, are you talking about? Polygons?

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Hi ToohrVyk,
tnx for the reply, well by plane I mean a rectangle, so it's not infinite which I store the information in 3D so the start position could be 1,0,0 and the end position could be 1,1,1. I also have the normal to that surface. by the way, all the rectangles are aligned to one of the X,Y or Z axis.

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Can you determine what the other two corners of the rectangle are? There are many possible rectangles for a given diagonal, even within a plane.

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Quote:
Original post by jeff_rowa
No, but that's why that I have the normal for it.
Given two corners and a normal, you can create a coordinate system for the rectangle. Furthermore, if the rectangle is a square, you can uniquely determine the other two corners.

Anyway, perhaps you could explain what you're really trying to do (billboards? debug graphics?). We'd be able to give you better advice that way.

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Hi jyk
tnx for the reply, well I want to draw a rectangle in openGL and I'm reading from a data file which has only the startPosition and endPosition and the normal to that surface. They may make a square with Width and Height equal or maybe not. but the point is that these positions are in 3D.

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Do the 'start and end positions' have to be corners of the rectangle? Or could they be points midway along opposite sides? (If the latter, the problem is fairly easy to solve.)

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