Here is some code: http://code.google.com/p/rugl/source/browse/trunk/droid/DroidRUGL/src/com/ryanm/droid/rugl/util/geom/Tesselator.java that will take a list of x,y vertex coordinates of a simple polygon (concave is fine, self-intersecting is not) and spit out the vertex and triangle index arrays suitable to be sent to opengl (in GL_TRIANGLES format)
It should be pretty easy to pull out, there's only a few small utility methods that it relies on. Failing that, the algorithm is pretty simple and well-commented. OpenGL is easier than you think, don't let it intimidate you! Ryan On Jan 20, 2:58 am, Brill Pappin <[email protected]> wrote: > That explains a lot about why things didn't make sense to me... I kept trying > to tell it to simply draw points and connect them! > > It's actually those vertices that are giving me trouble... they are just not > friendly to an Application programmer :) > > - Brill Pappin > > On 2011-01-19, at 8:24 PM, Indicator Veritatis wrote: > > > > > > > > > OpenGL ES, the standard not just for Android but for all mobile phones > > to date, only supports drawing triangles, not polygons. To get a > > polygon, you have to triangulate it first, then pass an array of > > vertices based on that triangulation. > > > Triangulation turns out to be a subtle combinatorial problem. > > > On Jan 17, 11:59 am, Brill Pappin <[email protected]> wrote: > >> Thanks Robert. I'll take that advice. > > >> In particular what we want are some extensions to the framework(s) that > >> make > >> supporting segmented maps easier for us to work with. Most frameworks have -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

