Hi, I''m trying to tackle recursively subdividing a polygon, but i''m not sure where to start. Anyone know of any resources that talk about this?
Thanks,
Scott
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recursively subdividing
Try example code from The Red Book
or
To divide to triangles try to use SDI library (Super Delaunay (Indexed) Library)
or
To divide to triangles try to use SDI library (Super Delaunay (Indexed) Library)
March 06, 2002 08:49 AM
Why are you _recursively_ dividing a polygon? That makes a lot of sense for curved surfaces, but I had thought that iterative processes were the best for splitting flat polygons.
Could you be more specific as to what kind of polygons you are subdividing?
just a simple quad. I trying to play with LOD, and the tutorial I was reading talks about doing it recursively.
It is this article:
Continuous LOD Terrain Meshing
Using Adaptive Quadtrees
Thanks,
Scott
------------------------------------------------------------
Email
Website
"If you try and don''t succeed, destroy all evidence that you tried."
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It is this article:
Continuous LOD Terrain Meshing
Using Adaptive Quadtrees
Thanks,
Scott
------------------------------------------------------------
Website
"If you try and don''t succeed, destroy all evidence that you tried."
------------------------------------------------------------
March 06, 2002 01:20 PM
OK. A heightmap, really.
Doing level of detail on a simple quad doesn''t make any sense: it doesn''t _have_ any detail.
Looks like this article has all you need. Read it, then look up and read the articles in it''s references section at the end. (Several of those are very good)
If you still have questions, come back and ask them.
Doing level of detail on a simple quad doesn''t make any sense: it doesn''t _have_ any detail.
Looks like this article has all you need. Read it, then look up and read the articles in it''s references section at the end. (Several of those are very good)
If you still have questions, come back and ask them.
ok, i''ll do just that,
thanks for all the info
Scott
------------------------------------------------------------
Email
Website
"If you try and don''t succeed, destroy all evidence that you tried."
------------------------------------------------------------
thanks for all the info

Scott
------------------------------------------------------------
Website
"If you try and don''t succeed, destroy all evidence that you tried."
------------------------------------------------------------
Actually subdividing a quad for finer LOD can do something... if you''re using standard OpenGL garaud shading, subdividng a quad makes the lit quad look a lot better if a spotlight is directed onto it. That way the polygons near the center of the spotlight''s projection onto the quad look brighter than the polys near the edge of the quad, with just a single large quad the whole thing is lit to a uniform brightness (or more likely darkness, you probably noticed this kind of artifact in EQ).
March 06, 2002 09:13 PM
Errr. Polygon subdivision != LOD. But it''s true, subdivision can help overcome the weakness in opengl''s vertex lighting.
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