RE: Re[2]: [Algorithms] Triangle Stripping
Brought to you by:
vexxed72
From: Tyson J. <twj...@sa...> - 2003-01-06 22:59:49
|
Ah, there's where you go wrong. Clipping a line does indeed give you a line. Clipping a floating point representation of a triangle that happens to correspond to the floating point representation of a line can easily give you the floating point representation of a "sliver" triangle. Degenerate tris must be culled before it's too late! :) -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Toby Jones Sent: Monday, January 06, 2003 1:27 PM To: gda...@li... Subject: RE: Re[2]: [Algorithms] Triangle Stripping I'm not a PS/2 programmer, but this got me thinking about how this affects other platforms. I feel like the answer to this question should be obvious, but its just not coming to me. In what case does clipping a degenerate triangle give a regenerate triangle? Doesn't clipping a line give you a line? -Toby -----Original Message----- From: Doug Rogers [mailto:DR...@nv...] Sent: Thursday, January 02, 2003 7:41 PM To: 'gda...@li...' Subject: RE: Re[2]: [Algorithms] Triangle Stripping This can happen if the clipped degenerate triangle is also not degenerate. -Doug -----Original Message----- From: Amit Bakshi [mailto:ab...@ra...] Sent: Thursday, January 02, 2003 3:36 PM To: gda...@li... Subject: Re: Re[2]: [Algorithms] Triangle Stripping They might not be degenerate anymore after you clip them on the VU. I've had "flickery slivers" show up in some art before when I attempted to clip degenerate tris. Amit ----- Original Message ----- From: "Nick Newson" <nn...@fr...> To: <gda...@li...> Sent: Thursday, January 02, 2003 4:53 AM Subject: Re: Re[2]: [Algorithms] Triangle Stripping > My mistake - when I said degenerate triangles I meant using the > non-drawkick vertex register rather than actually sending the triangle > to be rasterised - confusing because the PS2's GS also handles 0 area > rasterised polygons correctly. While that example shows a useful > point (especially along the boundaries between influences), the point > I was making was specifically aimed at turning strips (ala generalised > strips - not sequential strips). The point being that this involves > using a previous vertex, which unless you do use a indexed based batch > (and create your own tranformed vertex cache) you will need to > tranform again. > > Your PS2 stripper took 3 hours to write? Your a better man than me! > :) > > Nick. ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |