Subject:
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Re: Colinear Vertices
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Newsgroups:
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lugnet.cad
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Date:
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Tue, 9 Dec 2008 21:21:31 GMT
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Viewed:
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6839 times
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--snip--
> Actually, LDView pretends that the three points are a triangle, then calculates
> the surface normal for that triangle. If that normal comes out with a 0 length,
> it declares the vertices to be co-linear. So its threshold is based on floating
> point round-off while calculating the surface normal.
>
> --Travis
I assume that you divide by the vector lengths first (as in normalise them
before taking the cross-product) but if you don't then you should.
Tim
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Message has 1 Reply: | | Re: Colinear Vertices
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| (...) No, I just take the cross product, and if the length (squared) is 0, I give an error. I don't see how normalizing the length of the two vectors that I feed into the cross product would improve things much here. Sure, it might mean that my (...) (16 years ago, 9-Dec-08, to lugnet.cad)
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Message is in Reply To:
| | Re: Colinear Vertices
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| (...) If they're on a curved surface, you'll get higher quality out of LDView half the time if you split them into triangles. (I say half the time, because OpenGL splits them into triangles in order to render them, and half the time they'll be split (...) (16 years ago, 9-Dec-08, to lugnet.cad)
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