a reasonable hack for molecular rendering is to have your vertex generator output a pmesh for each atom surface as a sphere, and let the rendering engine's hidden surface removal solve the intersection problem for you at render time, if you've got the graphics horsepower. you could winnow out a few of the faces by doing inside/outside testing for all vertices of a face, discarding any having all vertices inside, but the render engine's going to do that for you anyway
-- w
Will Welch e [EMAIL PROTECTED] c (415) 794-9172 t (415) 546-9172 a 650 Second Street #203 San Francisco, CA 94107
On Apr 19, 2005, at 3:36 AM, Miguel wrote:
Yes, I think it is difficult to extract triangles from vertices ubt it is
possible (if I understand correctly the problem).
Yes, is possible, but the solution has eluded me.
Are all the vertices in the same plane ?
No
That is, do they form a polygon ?
If so, my idea would be to use a recursive methode :
- find 3 consecutive vertices that make a triangle included in the polygon
(there is always a set of vertices that matches this condition). Not only
the angle must be convex, but there is also a check to see if the segment
between vertices 1 and 3 intersects an other segment.
- remove the vertice 2 from the polygon to get a polygon with one vertice
less and reapply this method.
Yes.
Sounds similar to Delauney Triangulation. See, for example:
http://astronomy.swin.edu.au/~pbourke/terrain/triangulate/
Miguel
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