AntoineSfx Posted October 26, 2019 Share Posted October 26, 2019 (edited) Is there a way to force convex decomposition for avoid the almost degenerate triangles ? I'm looking for something closer to Divide / Maximum edges=3 / Avoid small angles, then merge some of the resulting primitives into convex shapes. I understand the algorithm is optimizing for another metric.. Edit: I'm looking for something that will minimize the number of convex regions. Intuitively, it looked like starting from a triangulated mesh avoiding small angles was a better starting point because it looked like you have a better chance of remaining convex when fusing two neighboring polygons in such a case. Edited October 27, 2019 by AntoineSfx Quote Link to comment Share on other sites More sharing options...
Noobini Posted October 26, 2019 Share Posted October 26, 2019 how about this? vu_decomp.hiplc Quote Link to comment Share on other sites More sharing options...
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