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Barrett Enumeration
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Won



Joined: 21 Sep 2005
Posts: 507
Location: New York

PostPosted: Sat May 17, 2008 8:37 pm    Post subject: Reply with quote

sean wrote:
Lat/long sphering is pretty much the only sane way to render a sphere. Unless rendering a sphere well is the be-all end-all of your app, the complexity of e.g. a tesselated dodecahedron isn't worth it. Plus those aren't as continuously scalable.


Well, it only has to be important once, and then you can reuse it, right? I don't know where my tesselated icosahedron code is anymore, but I don't think it would take long to recreate, since all you really need to remember is the golden ratio. If you start off with an icosahedron, you can just tesselate each triangular face however you want. As long as you're not doing a recursive subdivision, you have plenty of scalability. Now if you start off with something that is lat/long parameterized, then the lat/long approach is obviously much simpler. Still, it bothers me, and it isn't really rational at all. It probably comes from my first OpenGL-related job as an intern at a dot-com that tried to reinvent the web as planets.
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Won



Joined: 21 Sep 2005
Posts: 507
Location: New York

PostPosted: Wed Oct 28, 2009 7:27 pm    Post subject: Reply with quote

http://www.realtimerendering.com/blog/looping-through-polygon-edges/
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