Hi, Sebastian,<br><br>What do you think about this approach: <a href="http://www.songho.ca/opengl/gl_tessellation.html">http://www.songho.ca/opengl/gl_tessellation.html</a>?<br><br>It seems optimal to me. Since some parts of Blender are already using GLU, it doesn&#39;t create additional dependencies.<br>
<br>Arystan<br><br><div class="gmail_quote">On Fri, Jun 26, 2009 at 10:46 PM, Sebastian <span dir="ltr">&lt;<a href="mailto:sebastian@opencollada.org">sebastian@opencollada.org</a>&gt;</span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Chingiz,<br>
<div class="im"><br>
&gt; Does anyone have an idea how to import polygons with more than 4<br>
&gt; vertices? Currently the importer simply ignores such polygons.<br>
<br>
</div>That&#39;s a non-trivial task especially when your polygon includes holes,<br>
too ;)<br>
<br>
<a href="http://www.vterrain.org/Implementation/Libs/triangulate.html" target="_blank">http://www.vterrain.org/Implementation/Libs/triangulate.html</a> lists some<br>
of the available algorithms. Internally we are using FIST, an<br>
alternative would be to figure out the corresponding parts from OpenCascade.<br>
<font color="#888888"><br>
Sebastian<br>
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