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Junior Member
Regular Contributor
2d triangle-mesh optimization
i've got a plenty of 2d-triangles (non-overlapping, together filling possibly non-convex and non-continuos 2d-area). i need to reduce their number. the area must remain exactly same. is there any lovely alghoritm for this ? (often i have 20 tris for a simple square and that's a bit stupid i think
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Super Moderator
OpenGL Lord
Re: 2d triangle-mesh optimization
It doesn't sound too hard to me :
1) find the vertices and edges that are on the contour (check if an edge is shared by to triangles : not the silhouette)
2) for each polygon found in 1), split it in several convex polygons (angle between 2 successive edges must be positive for ex)
3) rebuild triangles for each convex polygon, from each contour edge and the first vertex.
Only 2) seem a bit tricky to me. But I do not have to implement this, so it's much easier
Good luck !
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