----- "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


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