Many strategy games use hexagonal tiles. One of the main advantages is that the distance between the center of any tile and all its neighboring tiles is the same.
I was wondering if anyone has any thoughts on marrying a hexagonal tile system with the traditional geographic system (longitude/latitude). I think it would be interesting t...
I want to seamlessly tile a bunch of different-colored Rectangles in WPF. That is, I want to put a bunch of rectangles edge-to-edge, and not have gaps between them.
If everything is aligned to pixels, this works fine. But I also want to support arbitrary zoom, and ideally, I don't want to use SnapsToDevicePixels (because it would compro...
I've got some convex polygons stored as an stl vector of points (more or less). I want to tessellate them really quickly. The pieces don't have to be perfectly evenly sized, but they should still be bits and pieces... and preferably no slivers -- I'm just going to use it to explode some objects into little pieces. Does anyone know of a n...
I'm sorry to ask such a vague and generic question, but I need to write a set of tools that will aid people in creating 2D and 3D geometric patterns.
Does anyone know any good online resources that discuss pattern logic and algorithms (Wikipedia call it tesselations)?
Much obliged,
David
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My concern are quadratic bezier triangles which I'm trying to tesselate for rendering them.
I've managed to implement this by subdividing the triangle recursively like described in a wikipedia page. Though I'd like to get more precision to subdivision. The problem is that I'll either get too few subdivisions or too many because the amou...
Hi,
I wanted to create TINs from 3D points (about 7 million in every file) using qhull.
can anyone suggest a place where i could probably see how to do this? thanks!
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I need to fill an arbitrary polygon using a near-uniform tiling of triangles. How would I do this? You may provide either references to existing algorithms or even simply ideas or hints of your own.
The following is presumed:
The polygon may be convex (but bonus points if you come up with an algorithm that works for concave shapes)
Th...
I'm working on a spatial stacking problem... at the moment I'm trying to solve in 2D but will eventually have to make this work in 3D.
I divide up space into n x n squares around a central block, therefore n is always odd... and I'm trying to find the number of locations that a rectangle of any dimension less than n x n (eg 1x1, 1x2, 2x...
I'm looking for a packing algorithm which will reduce a regular polygon into rectangles and right triangles. The algorithm should attempt to use as few such shapes as possible and should be relatively easy to implement (given the difficulty of the challenge).
If possible, the answer to this question should explain the general heuristics...
I'm looking for a packing algorithm which will reduce an irregular polygon into rectangles and right triangles. The algorithm should attempt to use as few such shapes as possible and should be relatively easy to implement (given the difficulty of the challenge). It should also prefer rectangles over triangles where possible.
If possibl...
I'm looking for an API that is open sourced and that can take contours of verticies as input and return verticies of triangles. I would also like it to support different winding rules. Thanks
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I'm trying to make a vector drawing application using OpenGL which will allow the user to see the result in real time. The way I have it set up is with an edge flag callback so the glu tesselator only outputs triangles which I then pass to a VBO. I'v tried t make all my algorithms as fast as possible and this is not where my issue is. Ac...
Hi,
I registered a CALLBACK using:
gluTessCallback(tess, GLU_TESS_COMBINE, (GLvoid(*)()) &scbCombine);
Where scbCombine is a function directly in the same .cpp file:
void CALLBACK scbCombine(const double newVertex[3], const double *neighborVertex[4], const float neighborWeight[4], double **outData)
{
instanceMDC->cbCombine(newVe...
Hello,
I am working on a piece of software which generated a polygon mesh to represent a sphere, and I want to cut a hole through the sphere. This polygon mesh is only an overlay across the surface of the sphere. I have a good idea of how to determine which polygons will intersect my hole, and I can remove them from my collection, but a...