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Tessellate Question--fewest convex polys [message #29251] Fri, 08 February 2002 07:31 Go to previous message
Noname[1] is currently offline  Noname[1]
Messages: 2
Registered: February 2002
Junior Member
Hello all,

What's the best way to tessellate a polygon so that the resulting
connectivity array contains the _fewest_ number of convex polygons instead
of every single triangle? I don't want to cut up shapes like squares and
octagons, only shapes with concavities or holes like lima beans and donuts.
IDLgrTESSELLATOR always tessellates polygons into triangles, as I understand
it; squares become 2 triangles, octagons become 6 triangles, etc...

Using UNIQ and maybe MESH_MERGE I can get what I want by playing around with
such a connectivity array of triangles, but as I am completely new to this I
wonder if IDL already has this functionality or if this is a common and
proven algorithm--or if I am just missing something obvious (most likely).
Incidentally, what is the name for this type of tessellation? I know I've
seen it implemented before in things like 3D video game level designers.
For now I'd be happy with something that just worked in 2D.

Thanks for any help.
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