[Algorithms] Triangulated Irregular Networks
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From: Chris B. <Chr...@ma...> - 2000-07-30 05:18:17
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[First post, Hello All] I'm also rather new to 3d graphics and like many here am writing a game, that also will use a terrain engine. Something that has been inspiring me recently was some papers I've been reading on TIN's Triangulated Irregular Networks. Something tells me that this will be much cooler for creating accurate and efficent terrain structures over the default ROAM structure I've spoken to a few people about TIN's but as of yet havent found anyone who has actually implemented them. I've a few problems with TIN's however, : -How do you efficiently determine the error without scanning the entire bitmap each pass? -I don't get the 'remove a line' part. ie, which line do you remove? Links to any well commented source would eb helpful. Thanks Chris |