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Links on How to Fill a Concave Polygon
I’m working on a project in Max/Jitter and have run into a problem: dynamically filling a complex (concave, crossed, or holed) polygon. Here are some resources that explain the math behind find the area of and or filling such shapes:
- http://www.songho.ca/opengl/gl_tessellation.html
- http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
- http://www.freepatentsonline.com/EP0425189.html
- http://mathopenref.com/coordpolygonarea.html
- http://www.flipcode.com/archives/Polygon_Tessellation_In_OpenGL.shtml
- http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- http://glprogramming.com%Proxy-Connection: keep-alive
Cache-Control: max-age=0red/chapter02.html
- http://glprogramming.com/red/chapter11.html
| Print article | This entry was posted by sarandi on Wednesday 18 November 2009 at 21:31, and is filed under art, code, equations, graphics rendering, jitter, mathematics, max, openGL, project. Follow any responses to this post through RSS 2.0. You can leave a response or trackback from your own site. |