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Showing posts from March, 2009

Moving on ... Polygon Triangulation Progress

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I've finally moved on from the polygon expansion code, which works very well now.* My new challenge has been to create a polygon triangulation service. For those in the know, triangulation is a useful process for creating 3D meshes. Models tend to be built from triangular faces, so, in order to create 3D models for RoomBuilder, it is important to be able to move from the 2D to 3D world. The triangulation code does this. Essentially, it divides a polygon into non overlapping triangles to create a solid face. There are many different ways of approaching triangulation, most of which are concerned with either speed or mesh quality. It is possible to implement very efficient, scalable solutions for convex polygons, however, reflex verticies make the triangulation process more difficult. At the moment, I am not so concerned about speed. I would rather have a reasonably efficient, robust routine that can be easily debugged, than something more esoteric and potentially harder to maintain.