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-rw-r--r--rspl/gam.c46
1 files changed, 0 insertions, 46 deletions
diff --git a/rspl/gam.c b/rspl/gam.c
index 0765e05..e46780f 100644
--- a/rspl/gam.c
+++ b/rspl/gam.c
@@ -18,52 +18,6 @@
* Latest simplex/linear equation version.
*/
-/*
-
- This probably needs re-writing, since (I think) it doesn't take gamut
- self intersection into account. Outline would be:
-
- Have a spactial cache structure that contains list of potentialy
- intersecting triangles for any point. Create this incrementally.
- Each triangle can be replaced by a list of fragment triangles
- sharing the same plane.
-
- i.e.
-
- triangle planes
- triangles
- edges
- vertexes
-
- Initialization:
-
- Locate extreme vertex
- Locate triangle that uses that vertex that is most elevated
- in that direction as initial surface.
- Intersect that triangle with all other triangles nearby, and
- retain the fragment that has that vertex.
- List of open edges is initial triangle edges.
- Track outward and inward faces of all triangles in open surface.
-
- Basic loop:
-
- While edge list is non-empty {
- Locate adjacent triangle that is not part of surface that
- is most accutely angled to outside face.
-
- Intersect that triangle with all other triangles using cache structure,
- hanging on to all resulting fragments that are part of that edge.
-
- Add those fragments to the open surface.
-
- }
-
- Each intersection adds new nodes, and splits a triangle into
- about 8 smaller triangles. Trick is to avoid slivers and
- numerical issues with triangles.
-*/
-
-
/* TTBD:
Add ouutput curve lookup callback support.