I'm trying to draw a polygon using c# and directx
All I get is an ordered list of points from a file and I need to draw the flat polygon in a 3d world.
I can load the points and draw a convex shape using a trianglefan and drawuserprimitives.
This obviously leads to incorrect results when the polygon is very concave (which it may be).
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For drawing complex concave polygons with OpenGL, is it better to tesselate it into triangles, or use the stencil buffer? I'm guessing the stencil buffer would be faster for a single frame, but triangulation would be better for multiple frames if the polygon doesn't change. However, I haven't actually tried it, so I don't know.
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Hello,
I have a list of vertices 3D, creating a polygon.
I need to triangulate it and i use the cutting ears algorithm.
My polygons are non-convex, so i need to find the concave angles in the polygon.
I also dont know wich orientation are my polygons ( clockwise or counter clocwise)
Could anyone help me how to determine if is clockwise...
I'm using Delaunay to triangulate a concave polygon, but it fills in the concavities. How do I automatically remove the triangles that are outside the polygon boundaries?
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I have a set of vertices(called A) and I want to find all the border vertices such that this border vertices set is an outline of the shape.
Many of the vertices in A are redundant because they are inside the shape, I want to get rid of these vertices.
My question is similar to http://stackoverflow.com/questions/477867/best-algorithm-...
I've got a PathGeometry (polygon) built up of LineSegments on one PathFigure and I'd like to ensure that it's Convex. I have a method using the CrossProduct to determine whether the geometry is Convex, I was assuming that I could just return back a list of points that make it concave when it's false and remove those points to fill the p...
I have search and researched the internet last days to find a suitable method for my problem.
Problem:
Clip a concave polygon against an infinite line without direction (Actually a polygon against a plane in 3d but the problem is similar i think). Currently i use Sutherland-Hodgman but the resulting polygons sometimes contains zero-are...