Christoph Hormann wrote:
>
> I think curvature dependant tessellation is usually implemented with other
> algorithms that successively build the surface from a starting point.
Just a little thought, because I do not have any good knowledge about
tesselation. How difficult would it be to implement a Delaunay-based method,
compared to the one Warp used in his patch ? I'm pretty sure there are several
fast or robust (both ?) implementations of Delaunay triangulation out there
(sometimes with availabe C code), but have no idea how it could be used in a
tesselation context. [Sorry I've lost my pointers about it]
- NC
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