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So, is it the existence of degenerate triangles that is the cause of the
'bug'?
Jim
"Nicolas Calimet" <pov### [at] free fr> wrote in message
news:3A661765.DE18EBAF@free.fr...
> Warp wrote:
> >
> > http://www.cs.tut.fi/~warp/TesselationPatch/
>
> Thanks ! Successfully compiled on Linux...
>
> Just some other testing you probably already did:
>
> With the Bug example you give on your site, there are a lot
> of degenerate triangles in the created mesh, although from your code
> it should not be. By degenerate here, I only mean "triangles with
> two or more identical vertex indices". Adding "offset 0.001" remove
> the bug and there are no more degenerate triangles.
> I don't have any degenerate triangles with the other working
> example scene given.
>
> I supect the problem is how you generate the mesh using the
> hashing function. I'm currently investigating that stuff.
>
> BTW, I added that to the example to get the degenerate
> triangles, thanks to your own patch ;-)
>
> //------------
> #declare m = tesselate{...}
>
> #local ntri = get_triangle_count(m);
> #local i=0;
>
> #while(i<ntri)
> #local vert = get_vertex_indices(m,i);
> #render concat(str(vert.x,0,0)," ",
> str(vert.y,0,0)," ",
> str(vert.z,0,0),"\n")
> #local i=i+1;
> #end
>
>
> *** Nicolas Calimet
> *** http://pov4grasp.free.fr
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