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	<title>wax ideal &#187; max</title>
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		<title>Links on How to Fill a Concave Polygon</title>
		<link>http://waxideal.com/blog/2009/11/18/links-on-how-to-fill-a-concave-po/</link>
		<comments>http://waxideal.com/blog/2009/11/18/links-on-how-to-fill-a-concave-po/#comments</comments>
		<pubDate>Thu, 19 Nov 2009 03:31:04 +0000</pubDate>
		<dc:creator>sarandi</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[equations]]></category>
		<category><![CDATA[graphics rendering]]></category>
		<category><![CDATA[jitter]]></category>
		<category><![CDATA[mathematics]]></category>
		<category><![CDATA[max]]></category>
		<category><![CDATA[openGL]]></category>
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		<guid isPermaLink="false">http://waxideal.com/blog/?p=357</guid>
		<description><![CDATA[I&#8217;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=0 red/chapter02.html http://glprogramming.com/red/chapter11.html]]></description>
			<content:encoded><![CDATA[<p>I&#8217;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:</p>
<ol>
<li><a href="http://www.songho.ca/opengl/gl_tessellation.html" target="_blank" title="the open gl tessalator">http://www.songho.ca/opengl/gl_tessellation.html</a></li>
<li><a href="http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf" target="_blank">http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf</a></li>
<li><a href="http://www.freepatentsonline.com/EP0425189.html" target="_blank">http://www.freepatentsonline.com/EP0425189.html</a></li>
<li><a href="http://mathopenref.com/coordpolygonarea.html" target="_blank">http://mathopenref.com/coordpolygonarea.html</a></li>
<li><a href="http://www.flipcode.com/archives/Polygon_Tessellation_In_OpenGL.shtml" target="_blank">http://www.flipcode.com/archives/Polygon_Tessellation_In_OpenGL.shtml</a></li>
<li><a href="http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml" target="_blank">http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml</a></li>
<li><a href="http://glprogramming.com/red/chapter02.html" target="_blank">http://glprogramming.com%Proxy-Connection: keep-alive<br />
Cache-Control: max-age=0</p>
<p>red/chapter02.html</a></li>
<li><a href="http://glprogramming.com/red/chapter11.html" target="_blank">http://glprogramming.com/red/chapter11.html</a></li>
</ol>
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