Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!pacific.mps.ohio-state.edu!linac!att!pacbell.com!tandem!zorch!vsi1!teda!netcom!rodent From: rodent@netcom.COM (Ben Discoe) Newsgroups: comp.graphics Subject: Re: Triangularization Message-ID: <1991Apr25.010018.5682@netcom.COM> Date: 25 Apr 91 01:00:18 GMT References: <1991Apr24.073450.22659@ithaca.uucp> Organization: Netcom - Online Communication Services UNIX System {408 241-9760 guest} Lines: 30 garry@ithaca.uucp (Garry Wiegand) writes: >ctransforming an >arbitrary polyhedron or polyhedral mesh into a "nice" 6-connected >triangular mesh, by introducing a minimal number (or near-minimal) >number of extra (redundant) edges and vertices and perhaps a >zero-width hole or two. If I understand this correctly, you simply want to to subdivide your triangular mesh into smaller triangles? This isn't too hard - the only slightly tricky part is being sure to eliminate redundant edges. If anyone wants the code, it's part of a 3D editor of mine that you're welcome to. The user-interface code is meant to run on the Amiga, although the code is pretty generic. >even the mathematicians, but so far I'm totally spinning my wheels >in the library trying to find it. I had the same trouble when I wanted this stuff, which is why I wrote it. (if I understand your intent correctly) One possible difficulty in using my code would be if you use a different representation for your mesh. I use the tried-and-true list of points plus list of face vertices. >Garry Wiegand --- Ithaca Software, Alameda, California >...!uunet!ithaca!garry, 415 523-5900 x219 ----------- Ben Discoe in San Jose. Take my advice - you DON'T want to live here.