tag:blogger.com,1999:blog-27901662.post115374892628951978..comments2024-03-28T07:30:33.361+00:00Comments on Zack Rusin: Tessellation againZackhttp://www.blogger.com/profile/16222054590923441165noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-27901662.post-1154889553192054922006-08-06T19:39:00.000+01:002006-08-06T19:39:00.000+01:00Triangulation is not a trivial problem Zack ;) I h...Triangulation is not a trivial problem Zack ;) I have dozen of test cases and stress tests that have broken my nights, and as you can see a tessellator coder has never finished to do his job :)<BR/>Trapezoidation algorithms aren't so good, because they don't produce the optimal (minimum) number of triangles. FIST doesn't handle correctly degenerative situations (anyway it ensures that a crash will never happen, but the results would be incorrect in those cases).<BR/>Fortunately, after a long research i ended up with a very good tessellator, included in <A HREF="http://www.amanithvg.com" REL="nofollow">AmanithVG</A>.<BR/>Keep the ball rolling Zack :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-27901662.post-1153795602508578272006-07-25T03:46:00.000+01:002006-07-25T03:46:00.000+01:00From what I understand snap-rounding is not robust...From what I understand snap-rounding is not robust and will create a lot of problems on it's own.Anonymoushttps://www.blogger.com/profile/17768206034560804042noreply@blogger.comtag:blogger.com,1999:blog-27901662.post-1153760433099433992006-07-24T18:00:00.000+01:002006-07-24T18:00:00.000+01:00Here's the basics of an algorithm I've been playin...Here's the basics of an algorithm I've been playing with. Break the image up into its set of lines and curves. Put each of these into a rectangle. In the rectangle you color half the image and the other half is transparent. Use shaders to draw the curves. Each of the rectangles is assigned a depth. By controlling the order that rectangles paint and their depth values you can paint the desired imaged. If you don't have shaders implement then in software by manipulating a texture.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-27901662.post-1153760342410265952006-07-24T17:59:00.000+01:002006-07-24T17:59:00.000+01:00Here's the basics of an algorithm I've been playin...Here's the basics of an algorithm I've been playing with. Break the image up into its set of lines and curves. Put each of these into a rectangle. In the rectangle you color half the image and the other half is transparent. Use shaders to draw the curves. Each of the rectangles is assigned a depth. By controlling the order that rectangles paint and their depth values you can paint the desired imaged. If you don't have shaders implement then in software by manipulating a texture.Jon Smirlhttps://www.blogger.com/profile/07070851719018470603noreply@blogger.com