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Hi @fogleman
I'm trying to wrap my head around your voxel optimization and triangulation code and can't seem to find the part that you referenced in your medium article:
"Each rectangular face starts with four edges. These edges are first segmented where T-junctions occur. We still have a quad, but these points indicate where we need the triangle vertices to be when we triangulate the quad. I use a recursive solution, repeatedly splitting the polygon into two polygons."
I was looking for recursion along these lines but can't find it:
Line 193 in 265867c
| func triangulateVoxelFaces(plane voxelPlane, faces []voxelFace) []*Triangle { |
Could you point me to the part where you split the polygons?
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