Timeline for Dynamic Terrain Triangulation
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Dec 15, 2013 at 13:34 | vote | accept | vallentin | ||
Dec 15, 2013 at 13:34 | comment | added | vallentin | This is really interesting and it supports my needs, thank you! | |
Dec 15, 2013 at 13:32 | comment | added | Will | @Vallentin it just occurred to me that in my video my cylinder has a lot of slices to make it really quite rounded, and I move it slowly through the other shape, splitting and splitting liberally. Both these contribute to why just my example over-splits. If you go to the csg.js page evanw.github.io/csg.js there's an interactive demo where you can see how messy simpler meshes get from single ops. | |
Dec 15, 2013 at 13:30 | comment | added | Will | @Vallentin not in csg.js, but CSG is a big subject. Once you've ported csg.js BSP approach and you have a correct working version, perhaps then you can profile it and decide if you want to run 'mesh decimation' and/or mesh smoothing passes after bangs or if you want to investigate faster CSG algorithms. | |
Dec 15, 2013 at 13:27 | comment | added | vallentin | That actually looks really awesome, though is there like a "minimum triangle size" build into the algorithm, which can be specified? | |
Dec 15, 2013 at 13:16 | history | answered | Will | CC BY-SA 3.0 |