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, ...
IanLarson's user avatar
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0 votes
1 answer
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. ...
niko nemanja's user avatar
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0 answers
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 ...
Nairou's user avatar
  • 584
-1 votes
1 answer
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 ...
Bluebomber357's user avatar
1 vote
1 answer
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 ...
Bluebomber357's user avatar
1 vote
1 answer
79 views

How to avoid obvious triangle pattern when shading 2d quads?

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 ...
stusmith's user avatar
  • 111
1 vote
2 answers
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 ...
DragonGamer's user avatar
1 vote
1 answer
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 ...
Paul Spain's user avatar
0 votes
1 answer
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,...
jjmcc's user avatar
  • 233
2 votes
0 answers
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 ...
Yattabyte's user avatar
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6 votes
1 answer
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 ...
MVTC's user avatar
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0 votes
1 answer
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 ...
Łukasz Motyczka's user avatar
1 vote
1 answer
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 ...
Lunikon's user avatar
  • 321
4 votes
4 answers
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 ...
vallentin's user avatar
  • 380
2 votes
2 answers
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 ...
jzx's user avatar
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8 votes
1 answer
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 ...
user782220's user avatar
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8 votes
1 answer
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 ...
Superflat's user avatar
  • 105
5 votes
1 answer
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 ...
teodron's user avatar
  • 3,271
2 votes
3 answers
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 ...
AturSams's user avatar
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1 vote
1 answer
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 ...
DonChan's user avatar
  • 111
9 votes
2 answers
8k views

How do you triangulate an arbitrary polygon?

I need to triangulate a polygon for rendering in OpenGL ES on Android (no GLU triangulation available). Is there an already known algorithm for polygon triangulation? The polygon can be convex or ...
Jason's user avatar
  • 461