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Author SHA1 Message Date
curt
09aa6ba330 Handle corner nodes separately from the rest of the fitted nodes.
Add fitted nodes in after corners and polygon nodes since the fitted nodes
  are less important.  Subsequent nodes will "snap" to previous nodes if
  they are "close enough."
Need to manually divide segments to prevent "T" intersetions which can
  confound the triangulator.  Hey, I got to use a recursive method!
Pass along correct triangle attributes to output file generator.
Do fine grained node snapping for corners and polygons, but course grain
  node snapping for fitted terrain nodes.
1999-03-27 05:30:12 +00:00
curt
e774a38dc7 Refinements in naming and organization. 1999-03-23 22:02:51 +00:00
curt
4c1565c869 Modifications to facilitate conversion to output format. 1999-03-22 23:49:01 +00:00
curt
b4a9bde0e9 First mostly successful tile triangulation works. There's plenty of tweaking
to do, but we are marching in the right direction.
1999-03-20 20:32:51 +00:00
curt
45da0562fb Continue shaping the code towards triangulation bliss. Added code to
calculate some point guaranteed to be inside a polygon.
1999-03-20 02:21:51 +00:00
curt
453a82a030 Working on preparationsn for triangulation. 1999-03-19 22:29:04 +00:00
curt
7f2ab3559b Continued work on triangulation preparation. 1999-03-19 00:27:09 +00:00
curt
62670d0514 Let's not pass copies of huge structures on the stack ... ye might see a
segfault ... :-)
1999-03-18 04:31:10 +00:00
curt
7e237e7572 Initial revision. 1999-03-17 23:51:59 +00:00