barycentric coordinates for quads
by esmitt » Fri, 02 Jul 2010 07:50:18 GMT
Hi everyone, some of you know how fill a quads in 2D using barycentric
coordinates?At the present, I'm splitting the quads into 2 triangles,
but that way is inefficient because I have to iterate over the second
bounding box which repeats pixel that were filled previously (by
example, to fill the 2nd triangle I traversed the 1st triangle that
belongs at bounding box formed by 2nd triangle)
Thanks
esmitt
barycentric coordinates for quads
by esmitt » Fri, 02 Jul 2010 07:50:18 GMT
Hi everyone, some of you know how fill a quads in 2D using barycentric
coordinates?At the present, I'm splitting the quads into 2 triangles,
but that way is inefficient because I have to iterate over the second
bounding box which repeats pixel that were filled previously (by
example, to fill the 2nd triangle I traversed the 1st triangle that
belongs at bounding box formed by 2nd triangle)
Thanks
esmitt
Re: barycentric coordinates for quads
by Hans-Bernhard Brer » Fri, 02 Jul 2010 07:55:04 GMT
Am 01.07.2010 00:50, schrieb esmitt:
I think we all know that that's a bad idea, so don't worry about its
implementation too much.
You appear completely confused about the terms you're using. What makes
you think that filling using barycentric coordinates would require a
bounding box?
And while we're at it: what makes you think barycentrics are a useful
tool for a polygon into pixels? They have nothing to do with pixels!
Re: barycentric coordinates for quads
by esmitt » Fri, 02 Jul 2010 08:51:01 GMT
Thanks for your answer.
On Jun 30, 6:55m, Hans-Bernhard Brer < XXXX@XXXXX.COM >
I know that a scanline solution better but for now, I need to use
barycentric coordinates.
Well, when I talk about bounding box is just like a delimiter for my
splitted triangle and iterate over each pixels and decides if (x,y) is
inside..nothing else
I'm using it to make another algorithms
Re: barycentric coordinates for quads
by Hans-Bernhard Brer » Fri, 02 Jul 2010 22:24:25 GMT
Am 01.07.2010 01:51, schrieb esmitt:
How did you arrive at the conclusion that you "need" them? I have to
ask again, because they make no sense whatsoever for the job at hand.
And what would be keeping you from iterating over the bounding box of
the entire quad, and just evaluating
if (pixel_inside_triangle1(x,y) || pixel_inside_triangle2(x,y))
Well, if you're going to loop over pixels in bounding boxes, that
effectively _is_ a scanline algorithm anyway --- so what's keeping you
from using a proper one?
Similar Threads:
1.barycentric coordinates for quads
Hi everyone, some of you know how fill a quads in 2D using barycentric
coordinates?At the present, I'm splitting the quads into 2 triangles,
but that way is inefficient because I have to iterate over the second
bounding box which repeats pixel that were filled previously (by
example, to fill the 2nd triangle I traversed the 1st triangle that
belongs at bounding box formed by 2nd triangle)
Thanks
esmitt
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