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
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.