OpenGL ES : Dynamic calculation of triangle indices
Hi,
I have a simple cube generated by code, where the indices and vertices are hardcoded.
I coded a function to slice it...adjusting the vertices to fit the slice plane using VBO
I now have an issue that i did not think of when coding my function...i can change the number of faces depending on the way i slice the cube
Ex: I slice one of the cube's corner at 45 degrees, i now have a cube with 7 faces and 10 vertices instead of 6 faces and 8 vertices...
In that case, its easy for me to update/add the new vertices created by the new face but the hardcoded indices (GL_TRIANGLES)
does not match the cube's vertices anymore. I need an algorithm to dynamically adjust the GL_ELEMENT_ARRAY_BUFFER depending on the updated vertices.
Is there any know algorithm to compute the triangle indices for a given polygon with known vertices?
Could someone point me in the right direction?
Thx.
I have a simple cube generated by code, where the indices and vertices are hardcoded.
I coded a function to slice it...adjusting the vertices to fit the slice plane using VBO
I now have an issue that i did not think of when coding my function...i can change the number of faces depending on the way i slice the cube
Ex: I slice one of the cube's corner at 45 degrees, i now have a cube with 7 faces and 10 vertices instead of 6 faces and 8 vertices...
In that case, its easy for me to update/add the new vertices created by the new face but the hardcoded indices (GL_TRIANGLES)
does not match the cube's vertices anymore. I need an algorithm to dynamically adjust the GL_ELEMENT_ARRAY_BUFFER depending on the updated vertices.
Is there any know algorithm to compute the triangle indices for a given polygon with known vertices?
Could someone point me in the right direction?
Thx.
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