There should be advantages in polygonizing an arbitrary equation.  While 
looking for solutions for graphics, there are weird shapes that can be drawn 
using implicit equations..  I can't recall what shapes but they were 
recommending the "marching cube" algorithm..  In the OpenGl file for sphere, 
are the vertices and faces a general polygonization method for any equation?  
Or is it only for a sphere-type particle? I'm a novice in this.

 

How do I make sure that, with time, OpenGL's orientation on the user interface 
is same as the quaternion which is used in calculation? 

 

Thanks,

 

CW Boon


 

 
                                          
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