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Well, aside from marching cubes, how about this for an algorithm - the
whole idea of polygonising a surface anyway is to fool the eye into
thinking it's smooth whilst speeding rendering speed. So why not set a
certain threshold of the exterior angles, ie. For slight curves, use few
triangles/polygons/whatever, for steep curves, use loadsa
triangles/you-name it..... This means less memory is used.
Anyway, just an idea....... any thoughts / suggestions on how to
implement??????
Skelter wrote:
> Can anyone direct me towards an algorythm for calculating a mesh from a
> blob?
>
> -s
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