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