Jump to content
  • Advertisement
Sign in to follow this  

Bringing order to a vertex soup

This topic is 4311 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

Consider this: I have an array of vertexes, each with 2 coordinates (2d: x and y) and I want to make a surface out of them, uniting them as (many) triangles without of course, covering other vertexes. Is there any algorithm able to do this? I was thinking of adapting the rendering algorithm used in the SOAR terrain engine, which provides with a surface just like what I need (thought the triangle count on my surface would be a lot smaller).

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!