Re: [Algorithms] Triangle/Triangle intersection
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From: Diogo de A. <dio...@ne...> - 2007-10-18 13:53:20
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As I said in my initial post, curiously enough I don't have problems with the adjacent triangles (specially because I contract the triangles by 5% or so before trying the collision detection, to avoid cases where the edges are shared to yield a collision)... I have problems with triangles that have some edges parallel... Diogo de Andrade -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Ben Garney Sent: quarta-feira, 17 de Outubro de 2007 19:44 To: Game Development Algorithms Subject: Re: [Algorithms] Triangle/Triangle intersection On 10/17/07, Diogo de Andrade <dio...@ne...> wrote: > floats to doubles had no effect. Then I bore deeper into the tri/tri > routines and what I found out disturbed me. I created another project (to I'm guessing this case comes up for adjacent triangles... Have you considered doing a topological check (ie, adjacent triangles with similar normals don't get checked for collision)? -- Ben Garney GarageGames.com ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |