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Subject: 
Re: Question: polygons filling a t-shape
Newsgroups: 
lugnet.cad
Date: 
Fri, 5 Dec 2003 13:12:07 GMT
Viewed: 
535 times
  
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



Message is in Reply To:
  Re: Question: polygons filling a t-shape
 
(...) 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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