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  1. Hello everybody :-) I'm trying to use ExtrudeShape for creating a building shape and am having trouble with the cap. I understand that the cap is not tessellated (triangulated) so it would be faster. But when I have concave angles in the shape, it doesn't look good. I also tried using Ribbon for the roof polygon somehow, but the tessellation doesn't happen here either of course. Here is my code: http://www.babylonjs-playground.com/#1KQZAF#0 I tried using PolygonMeshBuilder but the mesh is rotated the way I don't want it to and some walls keep dissapearing depending on the angle of view: http://www.babylonjs-playground.com/#SJLOW#1 I don't need the mesh to be updated so the speed of tessellation doesn't bother me much. What am I doing wrong? What can I do to have a tessellated building? Thanks :-)
  2. Hi, I'm trying to create a textured box2d polygon. I thought this is a common problem, but the resources I find a rare. Anyway, my progress so far is pretty ok (screen attached). See for yourself: http://jsfiddle.net/georgie/x6yva6v0/2 There are actually two problems to solve. Problem A: Texturing a polygon (and don't use a mask) Problem B: (Edit: Already solved, see my response) Transform a group of shapes (rectangles & triangles) to a list of vertices forming a single polygon. Problem A (Texturing) The texturing part is nearly done. There is only one problem left: How do I create the UVs to make a texture repeating in the Mesh? My current version simply stretches the texture over the polygon: var newUVS = []var ww = texture.width;var hh = texture.height;for(var i = 0; i< verticesMesh.length; i+=6){ var x1 = verticesMesh[i]%ww/ww var y1 = verticesMesh[i+1]%hh/hh var x2 = verticesMesh[i+2]%ww/ww var y2 = verticesMesh[i+3]%hh/hh var x3 = verticesMesh[i+4]%ww/ww var y3 = verticesMesh[i+5]%hh/hh newUVS.push(x1,y1,x2,y2,x3,y3)} Is this because the default shader is not expected to repeat a texture? Problem B (shapes to vertices) Never mind! This is solved, see my answer. My staring point are three shapes generated during the tessellation process in PhysicsEditor (or RUBE) I have those source points, which are manually placed in PhysicsEditor to form a polygon: [134, 74,169, 110,386, 110,523,245,572,198,491,120,536,75] Those points are transformed to this group of shapes. You see two triangles and one rectangle. The crux: the source points are not accessible later in the code. There is just this list of exported shapes available. "shape": [ 491, 191 , 386, 202 , 523, 66 , 572, 113 ]"shape": [ 536, 236 , 134, 237 , 491, 191 ]"shape": [ 386, 202 , 134, 237 , 169, 201 ]To create the actuals mesh in PIXI, I want to use PIXI.Mesh and therefore I need a list of vertices. My three options:1. Iterate over those three shapes, triangulate if necessary, and create 3 instances of a PIXI.Mesh to form the original polygon. This is bad, I really don't want three instances where I could get away with a single one.2. Get the three shapes, mangle them, and create a large list of vertices by triangulate every rectangle with poly2tri. This result is a mess: http://jsfiddle.net/georgie/x6yva6v0/1 as the vertices are in a indeterminated order I guess.3. Just export the source points I already have in the physics editor and don't waste your time merging those shapes. Of course! I would be happy to do so, but I can't get PhysicsEditor to export them and I can't try it in R.U.B.E yet. Maybe I don't see the obvious at the moment? Anyone with ideas here? Thanks for reading!
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