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I was hoping to use earcut to replace the glu tessellation functions in OpenGL, but I get different results in some cases. For example, suppose you have 3 non-intersecting nested contours, a square inside a square inside a square. I was expecting to get triangles between the outermost and middle square, and inside the innermost square, but got something else. Can any adjustment be made, or is it just the wrong algorithm to do what I want?
The text was updated successfully, but these errors were encountered:
Yeah, this library is designed specifically for valid polygon inputs without self-intersections, nested rings (beyond holes) etc. Handling more complex cases is a difficult problem and is out of scope for this library at the moment.
I was hoping to use earcut to replace the glu tessellation functions in OpenGL, but I get different results in some cases. For example, suppose you have 3 non-intersecting nested contours, a square inside a square inside a square. I was expecting to get triangles between the outermost and middle square, and inside the innermost square, but got something else. Can any adjustment be made, or is it just the wrong algorithm to do what I want?
The text was updated successfully, but these errors were encountered: