Re:Zynga’s first foray into WebGL, and how it runs on IE10
by mbrubeck on Friday August 29, 2014 @06:06PM
(#8244724)
Even before that change, I don't see any code that automatically reconstructs construct quads from pairs of triangles. But maybe I'm missing something?
Re:Zynga’s first foray into WebGL, and how it runs on IE10
by lunixbochs on Friday August 29, 2014 @11:19PM
(#8245518)
(I've been working on OpenGL platform translation for years)
Reconstructing quads from pairs of triangles is just about doable in a one-liner. The harder part in my opinion is applying texture mapping to the resulting triangle, but it's not unreasonably difficult.
// this depends on your winding
triangles = [1, 2, 4, 2, 3, 4]
quads = []
for i in xrange(len(triangles), 6):
t = triangles[i:i+6]
quads += [t[0], t[1], t[4], t[2]]
The only things I think are interesting here are their heuristics on shaders to apply color maps, and the fact they shipped a game with it.
https://github.com/mrdoob/three.js/blob/master/src/core/Face...
https://github.com/mrdoob/three.js/blob/88092284cbe07723fe2b...
And the relevant issue: https://github.com/mrdoob/three.js/issues/3663