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Export: How to triangulate a face?
06-15-2016, 09:54 AM
Post: #1
Export: How to triangulate a face?
Hello all,

I'm currently writing a Content Pipeline Extension for MonoGame that is able to handle .wings files. I was able to read through the file, vertices and faces and so on.

However, I don't have any idea how to triangulate the face, as the face maybe convex (shaped like a U) and will be dependent on which vertex you use to start the triangle strip.

I've read that Delaunay triangulation may help in this case, but I'm not really sure how to use it.

Can someone share some hints on how to do that?

Thanks
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06-15-2016, 05:01 PM
Post: #2
RE: Export: How to triangulate a face?
Is the "U" shaped face ... also a BENT face ? Is it at least a planar U ?

If you can show the model in the round or share an example model ... it might help foster more indepth discussion.

Screen shot ?
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06-15-2016, 06:37 PM (This post was last modified: 06-15-2016 06:41 PM by dgud.)
Post: #3
RE: Export: How to triangulate a face?
I would write an exporter plugin in a made-up format instead of trying to parse wings files.
And force the triangulation in the exporter.
I have made an example of how to do that (a long time ago) here:
http://erlang.org/~dgud/wings/wpc_ex1.erl.html remove html from link for the source.

Which I use when a I want to play with opengl and wants to load models to test the code on.
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