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6 commits

Author SHA1 Message Date
curt
bcb6638535 Found a bug in dividing and adding unique verticle segments which could
cause the triangulator to end up in an infinite loop.  Basically the code
was correct, but the verticle line test was a bit to selective.
1999-04-03 05:22:57 +00:00
curt
fc6eee819b Shuffled stl type names a bit.
Began adding support for tri-fanning (or maybe other arrangments too.)
1999-03-29 13:11:00 +00:00
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
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
6708a15ff3 Initial revision. 1999-03-20 13:21:36 +00:00