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Max Area Triangulation
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01-23-2014, 10:25 PM
Post: #1
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Max Area Triangulation
I came across this article ( http://www.humus.name/index.php?page=News&ID=228 ) today, which definitely sparked my interest. It got me wondering if something like this was ever considered for wings? It's basically a breakdown of how different kinds of triangulation performs. At the moment Wings3D creates triangle strips when performing triangulation, which according to the article is not a good way to do it, though it suggest using a "Max Area" approach to triangulation which tesselates a model by the largest area possible recursively. Depending on your purpose, you might want to use different tesselation techniques, but from a shading perspective, it actually produces the best results, at least in wings.
![]() ![]() I know this is mostly useful from a game/performance perspective I guess. Seeing as I use Wings3D on a daily basis for games however, it of course holds some interest if something like this were ever to be implemented, though I understand if it's not in the pipeline. Sorry if this has been discussed before, but I couldn't find anything about it. What do you guys think? Useful or no? |
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Max Area Triangulation - Nova - 01-23-2014 10:25 PM
RE: Max Area Triangulation - Justanother1 - 01-23-2014, 11:20 PM
RE: Max Area Triangulation - VladD - 01-24-2014, 07:48 AM
RE: Max Area Triangulation - ggaliens - 03-27-2014, 04:47 PM
RE: Max Area Triangulation - Nova - 04-06-2014, 10:21 PM
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