KillerShots
July 28th, 2002, 18:48
Ok, I'm doing some research into how to divide a polygon into many other polygons during real-time, and I'm running into a little logical puzzle - How to go from a triangle into a bunch of triangles(the plane must remain the same) due to a "slit" being "cut" into it in a random spot (and yes, the slit can go beyond the outer border of the triangle, but let's take this case for now). So, here's a pic to demonstrate what I'm trying to do (I know, crappy low quality, so what :) ).
The end result here is that I'm trying to figure out a way to do run-time polygon carving so a 3D engine that I've written up to this point doesn't have to draw 2D bullet holes, but can morph the geometry appropriately. Any ideas or help would be greatly appreciated :)
The end result here is that I'm trying to figure out a way to do run-time polygon carving so a 3D engine that I've written up to this point doesn't have to draw 2D bullet holes, but can morph the geometry appropriately. Any ideas or help would be greatly appreciated :)