Leafy BSP Tree Contruction
Manolache Adrian <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
During the bsp tree compilation there happens sometimes that a polygon would be split so much until it becomes very thin with an area almost 0. This polygon would further be split and thus obtaining degenerate triangles. The problem is that the construction fails when fed this kind of polygons and full leaves(all polygons used as splitter) arive in back nodes. When clipping triangles or classifying them i used a small epsilon to compare to 0(absolute tolerance test). How can i go around avoiding degenerate triangle creation, how can these be handled? Is it the sole duty of the artist to avoid such cases? ------------------------------------------------------------------------------ Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list