I'm having trouble implementing the binary-tree algorithm described on
<http://www.ldagames.com/seumas/progbintri.html>.
I believe that I
follow all of the general idea, but something in the details is hanging
me up; it might have to do with my trying to prevent an infinite
recursion.
That is, the pseudo-code at on the site doesn't have any "stop-recursing
down" logic, and I'm wondering if my adding of that is where I
introduced the problems. I basically changed the Split2() function
(which I call actualSplit()) to say "if I'm smaller than
minimum-triangle-size, then don't bother splitting", then put in a few
"if we split..." if-checks to prevent attempting to process triangles
that didn't get split.
I'm not CERTAIN that this is my problem -- but I'm just not sure.
I was wondering if (a) one of you had some working source code available
that demonstrated the tessellation of a binary triangle tree or (b) if
you'd mind terribly having a look at my code to see if you can spot my
n00b-bug. The source for my terrain-CLOD object, which contains my
binary-tree is at
<http://www.manyfriends.com/Misc/ToglTerrainSectionCLOD.java.zip>,
in
case you feel like having a look.
Thanks!
--
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