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Shay wrote:
> Sorry, missed it. A slightly better way of doing it might be to select the
> dividing line which is closest to a point representing the average of the
> four corners. I doubt it would make a noticeable difference, however.
For that matter, I could easily just create four instead of two triangles
and
use the average of the four corners as a vertex for each of the four
triangles. This way of looking for closest connection I found somewhere
on the net, and when using smooth_triangles, most issues with this quad-
splitting are solved anyways.
If you've got any other suggestions, I'm open for almost anything,
and you know where to find me...
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
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