Seek algorithm to order coordinate points for T-Mesh Strips

Seek algorithm to order coordinate points for T-Mesh Strips

Post by Victor Lo » Mon, 25 Sep 1995 04:00:00


I am looking for either a reference which discusses this question or
preferably a public domain algorithm which answers this question.

Given a set of terrain coordinate points with elevations, and knowing
which points constitute the boundry of the set of points, what is a
method that may be used to determine an efficient ordering of the
points in order to render the (possibly irregularly) bounded area with
T-Mesh strips?

Thanks in advance.




1. Algorithm to combine triangle meshes into triangle strips

I am looking for an algorithm to convert a triangle mesh into
triangle strips (to be used for more efficient display on SGI
graphics hardware.)  The triangle mesh, by my definition, is a
set of triangles that share between 1 and 3 edges with another
triangle(s).  A triangle strip, as per the GL/OpenGL format, is
an ordered set of triangles (usually more than two) that share
two edges with neighboring triangles, except for the first and
last triangle in the set who only share edges with one triangle.

Any help would be greatly appreciated.  Thanks in advance.

Keith Fry
University of Michigan

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