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serious_learner07

OpenGL Delaunay Triangulation in Opengl/DirectX

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I don't think that opengl or directx use any kind of tringulation. A vertex buffer is just a set of vertices, to render them opengl/directx needs information about the topology of the mesh, in this case you have to tell opengl/directx which vertices form a line, triangle or quad. This is done most often with indicies.

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Ashaman

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