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NavMesh Generation - Clipping and Tessellation

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Hi, I want to build a navmesh generation plugin for max. In the beginning, do I fully tessellate the ground mesh so that I got at least something to start with for clipping? For grhodes_at_work, How can you find the contours of the 2D point cloud, I only know about the hull creation technique introduced in AI Game Program. Wis. 4.... Is it an absolute neccessity for all nodes to be triangular? Can you mix 4-sided polygons with triangles inside the navmesh? Thanks Jack [Edited by - lucky6969b on October 10, 2008 6:36:57 AM]

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