Re: Using smooth shading
- From: Peppe <bacia@xxxxxxx>
- Date: Wed, 22 Mar 2006 20:45:10 +0100
psvalins@xxxxxxxxx ha scritto:
Assuming that for a well connected mesh the number of vertices is
nearly equal to
the number of faces it looks like the algorithm you mention would be
n**2.
This would make it very slow.
A more efficient algorithm is to
scan all vertices such that you cluster vertices with nearly(tolerance)
same position
together. If a vertex sits in a precreated cluster then use that
cluster ID to generate
the vertex ID else create new cluster ID and use that as vertex ID.
If I understood it correctly it's kinda triky, cause i got a fixed reference within faces and vertex, so I can't change the order or consider portions of them
.
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