----- "Curtis Olson" a écrit : > On Thu, Aug 7, 2008 at 7:08 AM, Ralf Gerlich wrote: > > > I have just checked once more and found that triangles for the extremely > > small triangle parts simply do not exist. They are not generated by > > TriangleJRS. > > > Hi Ralf, > > As far as I know, terragear doesn't do extra edge splitting before > handing > data to TriangleJRS. However at some point in the pipeline there is > a routine that attempts to identify "slivers" and merge them with > neighboring areas. The heuristics for identifying a sliver are pretty loose > and > weren't designed with high detail, high polygon count scenery in mind. You > may want to greatly constrain the area/angle checks, or remove the sliver > check entirely. This goes back a long time, but I think the sliver checking > was originally an attempt to work around numerical problems when letting > TriangleJRS subdivide triangles to get an "ideal" Delauney > triangulation. > We've since given up on that because it generates way too many > unneeded triangles so the sliver check could probably go away without hurting > anything.
Hi Curt, Hi Ralf, maybe I don't recall correctly, but I thing long edges are split to avoid having, for example, long road segments cutting mountains or making banks when crossing valleys. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel