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Query Failed
Rohit Garg
Saturday, January 17, 2009
Humus,
Thanks for explaining. Now I get it. It's sort of a perimeter/area thing. As far as Seth's suggestion of removing triangle fans from APIs is concerned, I'd like to ask what might be better triangulation for an oject which is not planar like circle.
Tex.Data
Thursday, January 15, 2009
Great information.
Thanks for sharing.
Humus
Thursday, January 15, 2009
Rohit Garg,
They get small, which of course is not optimal, but they are not long and thin, so it's not nearly as much of a problem. Look at the strip case for instance. Every triangle goes all the way from top to bottom. If you double the amount of triangles you're almost doubling the number of quads that are intersected by a polygon edge. For the max area case you're only causing trouble along the outer circle edge. The triangles also never become long. Doubling the triangle count will basically only cause around round of fragment shading along the outer edge. The vast majority of the interior will only be shaded once no matter how many triangles you add.
I've added some additional info about the rasterizer to the post as well.
Humus
Thursday, January 15, 2009
I've fixed that now.
Gr�gory
Thursday, January 15, 2009
which may explain why google reader doesn't highlight the new items
Pedro
Thursday, January 15, 2009
Very interesting test! Thanks for sharing!

Rohit Garg
Thursday, January 15, 2009
Nice job. The info on how to lower the pixel workload was particularly useful. But in the max area scheme, why the tris which are added in the end will give you less workload? They are very small too. Can you please explain this?
Thanks
Stoepsel
Thursday, January 15, 2009
You probably won't believe it, but I spent my whole day working on exactly such a tesselation - even designed espacially for high multi-sampling levels.
I could have saved a lot of work by checking your blog earlier
*great* information, thank you!
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