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Thorsten Froehlich <tho### [at] trf de> wrote:
> As both APIs are implement such
> that they turn the polygons into triangles for you they hardly suffer from
> degenerate input data.
It's true that OpenGL tesselates to triangles any polygon given to it.
This avoids degeneration problems, but is actually a bad problem with
respect to texturing. I don't know if there's *any* way around this
problem in OpenGL or other (simple) scanline rendering methods.
The problem is illustrated eg. here:
http://www.cs.tut.fi/~warp/images/uvproblem.gif
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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