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Good mesh data structures

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Hi, can somebody propose me what are good mesh data structures which are efficient and easy to implement? I heard many people mentioned about Quad-Edge or Winged-Edge but I am not so sure. Any help will be appreciated

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For terrain editor application.

I want to generate triangular meshes as representation of terrain specified by
heightmap input. The mesh generation algorithm used is Data-Dependent Triangulation.

In the later stage, I also want to implement some sort of interface for terrain
deformation (i.e. after generation you can adjust the terrain to make other
features, such as holes, cliffs, caves, etc) so probably need the data structures
which are efficient in merging or splitting faces

How is it?

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This topic is 3196 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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