Bill Baxter wrote: > > Oh, another one worth checking out is Thatcher Ulrich's GameSWF. It's > very open and free code, so its a good reference for robust > triangulation and such. http://tulrich.com/geekstuff/gameswf.html > > Robust triangulation is pretty hard, actually.
Yep, noticed :) > So I would encourage > you to try to reuse something that already exists like Thatcher > Ulrich's code. Or taking the MESA version of GLUTess and refactoring > it till its API doesn't suck. In fact I think I Thatcher said over > on the gdalgorithms mailing list that if he had known about the open > Mesa implementation of GLU Tess he would have hacked on that instead > of rolling his own triangulator. And according to some of the other > old-timers on gdalgorithms list, GLU tess is the only freely available > triangulator out there that isn't a fragile piece of junk. > > --bb Now these are some things I have not run across. I did not know about the open Mesa implementation of GLU Tess. I may just fall back on that or Thatcher's code once I've had my fun. I'm also shooting for very minimal dependencies, so I'd like to avoid linking against GLU, even if avoiding it is kinda silly. Being able to just port the open code to D would be nice. I think so far my renderer only requires Tango (for XML parsing and some odds and ends) and OpenGL (the whole point). Thanks for the info!
