Questions tagged [triangulation]
The triangulation tag has no summary.
22 questions
0
votes
1
answer
120
views
How can a quad be triangulated consistently in 3D? [duplicate]
I'm making a building game and the terrain and modelling system are based on cubes made out of 8 corners each. Players can manipulate the corners to make other shapes.
When you take a quad (ABCD), ...
2
votes
1
answer
106
views
"Subdividing" a quad with uneven side divisions?
I'm trying to generate an arbitrary quad mesh with each side having a different, arbitrary number of vertices, ideally with a fairly evenly-size distribution of triangles making up the final mesh, ...
0
votes
1
answer
296
views
How to simplify a 2D mesh with messed up topology while keeping as much of the shape as possible and as efficiently as possible?
I'm trying to figure out a way to simplify any 2D mesh during runtime in Unity with broken up topology so that it will have more uniform topology and retain as much of its original shape as possible.
...
0
votes
0
answers
48
views
Closest circle intersection within a triangle
(Context: I use a Delaunay triangulation for pathfinding, and have circular points of interest, of varying sizes, being randomly placed around the map. Units need to be able to determine the closest ...
-1
votes
1
answer
342
views
Opengl in 500 lines barycentric calculation question
https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling
I cannot figure out how we go from uAB-vector + vAC-vector + PA-vector = 0 to the linear system with ...
1
vote
1
answer
164
views
Opengl in 500 lines point in triangle question
https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling
I am on lesson 2 of the "Opengl in 500 lines" tutorial. I ...
1
vote
1
answer
160
views
How to avoid obvious triangle pattern when shading 2d quads?
I'm in the very early stages of writing a 2d tile-based game using Allegro. I've hacked the Allegro source to allow me to specify tint values at each corner of a bitmap, however the resulting image ...
1
vote
2
answers
342
views
Mesh Triangulation that is inside<->outside aware
am working on an algorithm for procedural generation of 3D meshes for caves in a side-scroller game.
The algorithm nicely computes contours and also points inside the caves that are supposed to be ...
1
vote
1
answer
369
views
How to calculate a quad based on a triangle pairs shared edge
Based on two given triangles, I would like to calculate a quad that can be used as a 'fat' line for the edge between the triangles.
I have googled around and while it is very easy to draw lines in ...
0
votes
1
answer
2k
views
How can I sort vertices efficiently in a specific direction (CW/CCW)?
I am trying to triangulate a set of points using a very simple approach where a base vertex is chosen, and then every other vertex is joined to its neighbouring vertex and then back to the base vertex,...
2
votes
0
answers
887
views
Triangulating a 3D mesh from a set of data points
I'm trying to implement the Bowyer-Watson point insertion version of the Delaunay triangulation algorithm, but in 3D. I previously implemented the 2D version without problems, but when transitioning ...
6
votes
1
answer
346
views
Make a triangular mesh from of a map defined by points that follow the coast lines
I have a set of points which follow the coast lines of a world map. I would like to triangulate it so that I can render the continents filled in. The points seem to be in order so that if you render ...
0
votes
1
answer
113
views
Why the triangulated body in box@d as a sensor is not treated as one but separate triangle bodies?
I am making simple game - kind of race game, where you see from the "sky" your sprites with circle Box2D bodies attached and they have to move along some path/track. My idea was to detect if they will ...
1
vote
1
answer
2k
views
Triangulation of "polygon with holes" for NavMesh
Just for fun, I am working on a little side-project: As a first step, I want to be able to build a grid-based world (think Dungeon Keeper), generate a nav-mesh for this world and then let agents ...
4
votes
4
answers
2k
views
Dynamic Terrain Triangulation
Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well).
The reason I say "Dynamic" is because I ...
2
votes
2
answers
565
views
Triangulating a point mesh at runtime
I'm familiar with various methods of triangulation (eg Delaunay), but since I have hundreds of thousands of regularly spaced points that may need to be revisited like this on each physics frame, I'm ...
8
votes
1
answer
8k
views
How to do starcraft pathfinding?
I've been trying to figure out how to implement something like the pathfinding in Starcraft 2. I'm not looking for all the sophisticated features like flocking, queueing, etc. In fact I like how in ...
8
votes
1
answer
4k
views
Delaunay triangulation. Where to start?
I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...
5
votes
1
answer
638
views
Triangulating a partially triangulated mesh (2D)
Referring to the above exhibits, this is the scenario I am working with:
starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph nodes ...
2
votes
3
answers
1k
views
Polygonal Triangulation - algorithm with O(n log n) complexity
I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: How do you triangulate an arbitrary polygon? and ...
1
vote
1
answer
277
views
How to optimize primitives in SecondLife/Opensim?
SecondLife/Opensim uses Primitives to construct models. How it works in details is explained here.
Now I have many triangles which link together. Is there any way to make them into one prim, thus ...
9
votes
2
answers
9k
views
How do you triangulate an arbitrary polygon?
I need to triangulate a polygon for rendering in OpenGL ES on Android (no GLU triangulation available).
Is there an already known algorithm for polygon triangulation? The polygon can be convex or ...