This seems to indicate that the meshes are split, not the triangles when rendering. While that makes sense from a geometric modeling perspective, when we actually want to turn the 3D mesh into a 2D image, we shouldn't need to subdivide triangles that aren't in view. Are there methods for making sure we only subdivide on visible parts of the mesh?
PongsatornChan
Unrelated question from above, the new vertices must be at the center of edges, always right?
XTLiuuu
It is important to keep track of the belonging relationship between each vertex and each edge in triangles; otherwise, the connection may get mess up after the flip operation.
This seems to indicate that the meshes are split, not the triangles when rendering. While that makes sense from a geometric modeling perspective, when we actually want to turn the 3D mesh into a 2D image, we shouldn't need to subdivide triangles that aren't in view. Are there methods for making sure we only subdivide on visible parts of the mesh?
Unrelated question from above, the new vertices must be at the center of edges, always right?
It is important to keep track of the belonging relationship between each vertex and each edge in triangles; otherwise, the connection may get mess up after the flip operation.