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>> Internally the parser would define a 20x10x20 array of points within the
>> bounding box of the isosurface, and calculate the isosurface value at
>> each point. Then an algorithm like marching cubes would be used to
>> generate a mesh2 object to be rendered instead of the actual isosurface
>> object.
>>
>> This could be used for fast previews or even final renders if the speed
>> was good with large array sizes.
>>
>> Comments?
>>
>
> That's only useful if you can save the mesh and use it for other renders.
Yes, that could be a useful feature, allowing the mesh2 to be saved as a
specified .inc file for inclusion in later renders or an animation.
> Some people have shown that generating such a mesh can take as long as
> rendering the isosurface directly.
AIUI that's with the mesh generated in SDL. If the mesh generation
algorithm were coded directly into the binary then it should run much
faster.
There are other algorithms that could be used too, like marching triangles
which are seemingly more efficient than marching cubes.
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