# Questions tagged [triangulation]

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### "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, ...
• 771
176 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. ...
34 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 ...
• 584
266 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
107 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
79 views

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 ...
• 111
1 vote
264 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 ...
• 165
1 vote
275 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 ...
• 191
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,...
• 233
834 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 ...
• 1,013
297 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 ...
• 239
80 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
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 ...
• 321
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 ...
• 380
476 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 ...
• 3,805
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 ...
• 1,007
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 ...
• 105
562 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 ...
• 3,271
916 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 ...
• 10.5k
1 vote
244 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 ...
• 111