Spend a little more time with The Red Book on OpenGL, and it will
make sense to you. It takes a couple of slight shifts in your way of
thinking, but one you change gears, it won't seem so unfriendly.
That said, the slight shifts are easier for those of us who used
homogeneous coordinates,
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
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
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,
Really? Nobody is interested in this at all?
- Brill Pappin
Sixgreen Labs Inc.
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On Mon, Jan 17, 2011 at 9:52 AM, Brill Pappin br...@pappin.ca wrote:
Really? Nobody is interested in this at all?
Not surprised. People here probably have their own projects going on I get
the impression that the knowledge pool for GL on Android is very small.
Maybe try gamedev.net - great
Thanks, I'll give that a try.
I'm not surprised the GL knowledge pool is small, its a whole different
beast... which is exactly why we want to framework work done... it will let us
accelerate our experimentation and maybe actually get something to market in
the black rather than in the red :)
There are many Android devs who have plenty of GL experience, however
I believe that your post was too vague to draw interest.
I believe many of the good game developers have stopped watching this
group because it has become rather large and generally has little to
offer graphics and simulation
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
many samples of grid or tiles based maps, but we are interested in maps that
use polygons divisions.
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