Tessellation is a 3D graphics feature that allows detail to be dynamically added to geometry at runtime. This is accomplished by programmatically subdividing and displacing polygons using shaders. This feature was introduced into mainstream realtime graphics with OpenGL 4.0 and DirectX 11.
Many strategy games use hexagonal tiles. One of the main advantages is that the distance between the center of any tile and all its neighboring tiles is the same.
I was wondering if anyone has any thoughts on marrying a hexagonal tile system with…
I need to fill an arbitrary polygon using a near-uniform tiling of triangles. How would I do this? You may provide either references to existing algorithms or even simply ideas or hints of your own.
The following is presumed:
The polygon may be…
I'm asking this question out of curiosity, having first tried to implement such an algorithm before using GLU's for performance reasons.
I've looked into common algorithms (Delaunay, Ear Clipping are often mentioned), but I can't seem to understand…
I'm looking for a packing algorithm which will reduce an irregular polygon into rectangles and right triangles. The algorithm should attempt to use as few such shapes as possible and should be relatively easy to implement (given the difficulty of…
I have data in the form (x, y, z) where x and y are not on a regular grid. I wish to display a 2D colormap of these data, with intensity (say, grey scale) mapped to the z variable. An obvious solution is to interpolate (see below) on a regular…
I've got some convex polygons stored as an STL vector of points (more or less). I want to tessellate them really quickly, preferably into fairly evenly sized pieces, and with no "slivers".
I'm going to use it to explode some objects into little…
I'm looking for a packing algorithm which will reduce a regular polygon into rectangles and right triangles. The algorithm should attempt to use as few such shapes as possible and should be relatively easy to implement (given the difficulty of the…
I want to seamlessly tile a bunch of different-colored Rectangles in WPF. That is, I want to put a bunch of rectangles edge-to-edge, and not have gaps between them.
If everything is aligned to pixels, this works fine. But I also want to support…
I'd like to generate some square plots that have arrays of hexagons inside of them, like drawn here. I'd like to plot both regular (geometrically regular) and abnormal hexagon tessellations, so I don't think tools from the "sp" package will work. …
Is it possible to triangulate a quad with a hole in it using tesselation shader? For example,
Imagine I have a Quad.
Then I want to make a hole to the center of the quad.
There need to be a lot more of vertices to make that hole.
And the…
I am working with an algorithm that, for each iteration, needs to find which region of a Voronoi diagram a set of arbirary coordinats belong to. that is, which region each coordinate is located within. (We can assume that all coordinates will belong…
My concern are quadratic bezier triangles which I'm trying to tesselate for rendering them.
I've managed to implement this by subdividing the triangle recursively like described in a wikipedia page. Though I'd like to get more precision to…
I'm trying to make a vector drawing application using OpenGL which will allow the user to see the result in real time. The way I have it set up is with an edge flag callback so the glu tesselator only outputs triangles which I then pass to a VBO.…
Problem solved, see below for the correction
Im trying to implement TDM's "Seascape" (see here https://www.shadertoy.com/view/Ms2SD1)
with rectangle patches ,tesselation and custom level of detail. Unfortunately i cant get the gl_TessLevelOuter…
I have a coordinate set of 2D points that form a closed polygon. I need to generate a set of 2D triangles that distribute the polygon completely.
There are no constrains as such except that the triangles should fill the area of polygon completely.…