Flark wrote:
> Hi folks,
>
> I have a model that consists of a number of surface triangles.
> I need to creae a solid version to permit me to display
> a cross-section. Is there any easy way to do that?
This is not a OpenGL related question. OpenGL just renders what
you send to it, and that are flat finite primitives.
However what you want to do is perfectly possible, but it's
not "easy", and especially with triangulated meshes the process
is hard to get robust, if you want to clip a mesh against
another mesh.
Clipping a mesh against an analytical surface (plane, sphere,
cylinder) is mostly robust, as it mostly consists of
ray<->analytical surface intersections.
If you want not just clip, but determine an interior solid, an
absolute prerequisite is then, that the mesh forms a closed
manifold, so that you can differ between inside and outside.
The details about all this are discussed in
comp.graphics.algorithms
I've set an F'up there.
Wolfgang Draxinger
--
E-Mail address works, Jabber: hexarith@[EMAIL PROTECTED]
ICQ: 134682867


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