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A* without tiles
Mike Farrell
Member #248
April 2000
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An optimal (for things like opengl rendering) triangulation is very time consuming to compute because you need to add additional points to ensure a uniform triangulation that works well for things like lighting (normals) and such.

For navigation this may or may not be bad.

My method:

  • fill contour bounding box with random points.

clip points not inside contour (your triangulation -> point in triangle test)

  • perform voronoi tesselation of point set

- clip/subdivide resultant triangles touching bounding edges (this is where i fail, this is really difficult to do)
- move each point to its cell centroid to ensure more uniform spacing.

  • perform delauney triangulation of the point set. Clip edge triangles again.

  • profit

Trent Gamblin
Member #261
April 2000
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Since I don't need to calculate lighting, my ear clipping works fine. I've tested it out. I can still improve it but it's probably good enough for what I need.

video

I also wrote a wordy summary of how I arrived at what I've got now on my blog: http://nooskewl.com/blogs/trent/?p=428

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