Subject:
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Re: Question: polygons filling a t-shape
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Newsgroups:
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lugnet.cad
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Date:
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Fri, 5 Dec 2003 13:12:07 GMT
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Viewed:
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600 times
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In lugnet.cad, Travis Cobbs wrote:
> There are two ways to split the quad, one that would be fine, and the other that
> would result in a triangle and a line. There's no way to tell the hardware
> which way to split. The triangle/line split could produce a rendering artifact,
> although the artifact probably wouldn't be a gap, but a kind of break during
> shiny lighting. I'll have to re-visit my co-linear detection code.
Thanks for pointing this out -- I've been bugged for awhile about the "colinear quads
are bad just because L3P says they're bad" situation, here's a very good reason to
not use them.
Steve
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Message is in Reply To:
| | Re: Question: polygons filling a t-shape
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| (...) I'm not sure if it does or not. After posting the previous post, I realized that I was mistaken about my alternate version being "ok". I just realized that it could result in the same rendering artifacts that using a triangle for polygon 2 (...) (21 years ago, 4-Dec-03, to lugnet.cad, FTX)
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