I have just implemented the marching cubes algorithm, but it generates

an excessive amount of points.

Finding shared points and edges locally within each cube is trivial

because of the edge table used.

What I cannot figure out, is how to calculate shared points and edges

between adjacent cubes. All points calculated lie on the edges of the

cube, which means that, a point can be shared by up to four cubes (this

would almost never happen in reality).

If anyone got a realtime solution that solves this problem, I would be

grateful if they would share it with me.

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-Gorm Lai aka. Pharao^Cromatics--

2nd year CS & Math Student

http://www.daimi.aau.dk/~pharao/