opengl es中的3D多边形三角剖分

发布于 2024-08-24 01:53:27 字数 73 浏览 1 评论 0原文

我正在寻找有关 opengl es 中的内置算法的任何信息,以转换三角形集中的 3d 多边形。 opengl es中有类似的实现吗?

im looking for any information about a builtin algorithm in opengl es to convert a 3d polygon in a triangle set. is there anything implemented like that in opengl es?

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伤感在游骋 2024-08-31 01:53:27

简短的回答:不,不作为 OpenGL ES 的一部分。

多边形细分作为 GLU(OpenGL 实用程序)库的一部分提供,基于每个平台、每个版本、每个实现者,因为它是可选的而不是 OpenGL 的核心。

如果您使用的是 iPhone,则应该查看 iphone-glu,其中声称支持多边形镶嵌。

以下是使用 GLU 在 OpenGL 中使用曲面细分的更一般演练不是< /em> ES)这可能有助于照亮你的道路。

Short answer: No, not as a part of OpenGL ES.

Polygon tessellation is provided as part of the GLU (OpenGL Utility) library, on a per platform, per-version, per-implementer basis as it is optional rather than core to OpenGL.

If you are working on iPhone, you should have a look at iphone-glu which claims to support polygon tessellation.

Here's a more general walkthrough of using tessellation in OpenGL with GLU (not ES though) which might help illuminate your path.

甜`诱少女 2024-08-31 01:53:27

“进行 3D 三角测量很困难”。嗯,这取决于您想要进行哪种三角测量。例如,如果您尝试找到 Delaunay 三角剖分,则相当于找到凸包,这是一个足够难的问题。

但你可能不需要那么花哨的东西。如果您只需要任何三角测量,那就更简单了。但通常你需要跟踪隐藏的表面,这是他们没有将其包含在核心 API 中的另一个例子:根据用户的实际需求,可能需要使用太多不同的算法。他们不想让资源有限的手机承受开发人员可能需要的一切支持,也不想使用涵盖所有基础的缓慢算法。

请记住,当 OpenGL-ES 开发时,移动电话比现在更加受限。 G1的16M在当时是很少见的。 CPU速度也只有25Mhz左右。

"It is difficult to do 3d triangulation". Well, that depends on what kind of triangulation you are trying to do. If you are trying, for example, to find a Delaunay triangulation, that is equivalent to finding a convex hull, which is a hard enough problem.

But you might not need something that fancy. If all you need is just any triangulation, that is simpler. But usually you need to keep track of hidden surfaces, which is another example of why they did not include this in the core API: there are too many different algorithms that might need to be used depending on the user's real requirements. They did not want to burden the resource limited mobile phone with supporting everything the developer might need, nor with a slow algorithm that would cover all bases.

Remember that when OpenGL-ES was developed, mobile phones were even more limited than now. The 16M that a G1 has was rare in those days. The CPU speed was only about 25Mhz, too.

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