1. wanted: triangular sphere tesselation, n tri-strips ...

... with all the triangle the same size.

I'm trying to write a replacement for OpenGL's gluSphere routine that

does a more reasonable approximation of the sphere. The glu routine

subdivides evenly among the angles in the two rotational directions,

creating a triangle strip at the top and bottom, and quads wrapping

around. The problem is that the surface area of the various parts is

not constant, and the top and bottom is degenerate.

So now I'm looking at Jon Leech's code to generate a triangle mesh

approximating a sphere by recursive subdivision. For the first

approximation, he uses an octahedron; each level of refinement

increases the number of triangles by a factor of 4.

This approach can be used to generate a polyganized sphere that is

better because the surface area of the polygons (triangles) would be

the same for all polygons. The whole thing can be rendered using a

set of triangle strips. If you want the default OpenGL behaviour for

textured spheres, you would replace the top and bottom tri-strips with

a list of triangles so the uv coordinates could be specified properly.

The problem with the code I'm looking at is it uses recursive

subdivision, and therefore does not generate the triangles in the

correct order for triangle strips to be used. I imagine with some

bookkeeping or an interative algorithm it would be pretty easy to

generate the strips. I want to check if anyone has done it before I

bother.

So, has anyone written the code for such a triangulator?

--

smail: Dept. of Computer Science, 1214 Amsterdam Ave, Mail Code 0401

Columbia University, New York, NY 10027-7003

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