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3D Programming for Windows® by Charles Petzold

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Chapter 6. Algorithmic Mesh Geometries

In this chapter:

Triangulation Basics 237

Triangulation Resources 251

Deriving from ModelVisual3D 271

The Petzold.Media3D Library 278

Every figure in a 3D scene is composed of triangles, but some figures have more triangles than others, and some figures might have hundreds or even thousands of triangles. The simulation of curved surfaces often requires many triangles, but as you saw toward the end of Chapter 4 even flat surfaces require a subdivision into many triangles if you illuminate them with PointLight or SpotLight.

It's sometimes fun to calculate a curved surface using just a calculator, as I did with the convex surfaces in Chapter 4 and Chapter 5. But as the number of vertices increases, the fun quickly ...

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