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Thread: Algorithm for building shapes with TRIANGLE_STRIP

  1. #1

    Algorithm for building shapes with TRIANGLE_STRIP

    I am looking for a good way to triangulate for building shapes with GL_TRIANGLE_STRIP. I made a working algorith and working code for building 3D shapes a few years ago. This has worked on M3G, Java3D and Symbian Open GL C++. It does for some reason not work like it should on Android Open GL. The shapes that I try to build do not look like they should here.

    I am calculating the points to the 3d shapes from mathematical
    formulas, but I need to find a better way to triangulate these points, so I can build the 3d shapes. Does anyone know a good algorithm for this or maybe some code that I can use for Android?

  2. #2
    Newbie OpenGL Pro
    Join Date
    Jan 2007
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    1,789

    Re: Algorithm for building shapes with TRIANGLE_STRIP

    First thing you should do is read this: http://home.comcast.net/~tom_forsyth...html#Strippers
    Then this may also be relevant: http://tomsdxfaq.blogspot.com/2005_1...46436585770597

    Now, there may still be valid reasons for using strips in 2011; you may be explicitly targetting older hardware or weird/funky hardware where you have profiled and determined that strips are the definitive way to go. But otherwise you'll get much better mileage out of just using GL_TRIANGLES with indexes, and save quite a lot of time and headache too.

  3. #3
    Senior Member OpenGL Guru
    Join Date
    Oct 2004
    Posts
    4,651

    Re: Algorithm for building shapes with TRIANGLE_STRIP

    Quote Originally Posted by mhagain
    First thing you should do is read this: http://home.comcast.net/~tom_forsyth...html#Strippers
    Then this may also be relevant: http://tomsdxfaq.blogspot.com/2005_1...46436585770597
    Also:

    http://home.comcast.net/~tom_forsyth...cache_opt.html

  4. #4

    Re: Algorithm for building shapes with TRIANGLE_STRIP

    I see, but is it the same for Android? It seems like almost everybody is using GL_TRIANGLE_STRIP here.

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