Ok, that all makes sense. I doubt I'd want to use anything other
triangles in production anyway, for any number of reasons, I was just
confused over what was happening there.
Thanks again,
Fargo
Asher Dunn wrote:
Another thing: the results for a non-convex polygon are probably
device dependent. That is, you will get different things with
different OSs, different drivers or different graphics cards. What
you're seeing is OpenGL's "best guess" about how to triangulate the
polygon. The underlying renderer only deals with triangles, so
everything else is converted to triangles before being rendered. It's
best to convert things to triangles yourself to avoid unpredictable
results. This goes for quads too - while drawing squares using
GL_QUADS is easier than drawing squares using GL_TRIANGLES, non-planar
quads can produce bad results. Using triangles also avoids the
overhead (however small) of triangulating the polygon every frame.
Asher
-------------------------
Asher Dunn
Head Developer, Fireye Software
http://www.fireyesoftware.com/
AIM, Yahoo, MSN: crazedglkid
On Sep 27, 2006, at 3:01 PM, Asher Dunn wrote:
GL_LINE_LOOP draws a line between teach pair of vertices, pairing the
first with the last. GL_POLYGON draws a *convex* polygon fitting the
passed vertices. You cannot draw a non-convex or self-intersecting
polygon, and the results can be messy if you try (as you have seen).
I would suggest decomposing the shape into several pieces - maybe a
polygon for the center and a triangle for each tip.
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Date: Wed, 27 Sep 2006 14:05:41 -0600
From: joe at strout dot net
To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
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Subject: Re: shadows demo
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On Sep 27, 2006, at 18:05 UTC, Mike Woodworth wrote:
i don't think you ever uploaded it to your server... the link is
broken... think you meant http://www.strout.net/files/shadows-demo.zip
Yes, that's what I meant. Sorry, everyone -- that'll teach me to post
in a hurry!
Best,
- Joe
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Verified Express, LLC "Making the Internet a Better Place"
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