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.
-Gorm Lai aka. Pharao^Cromatics--
2nd year CS & Math Student