OpenGL ES : Dynamic calculation of triangle indices - Printable Version +- iDevGames Forums ( http://www.idevgames.com/forums)+-- Forum: Development Zone ( /forum-3.html)+--- Forum: Graphics & Audio Programming ( /forum-9.html)+--- Thread: OpenGL ES : Dynamic calculation of triangle indices ( /thread-9331.html) |

OpenGL ES : Dynamic calculation of triangle indices - akademiks - Sep 13, 2011 07:58 AM
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. |