bisectmesh() function?

Blitz3D Forums/Blitz3D Programming/bisectmesh() function?

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Clever idea. I was assuming (hoping, really) two things:

1. It would be possible to grab the new vertices into a list as they are created; then I don't have to find them.

2. That the vertices are created in order around the gap, thus making it easy to link adjacent pairs to a central vertex (or to a selected one of the new vertixes - that's how cylinder caps are done).

Even if 2 is not true, it should be possible to iterate through the triangles looking for those with exactly two of the new vertices; these would be adjacent. From that you could get the order. Wait - you no longer need the order; each set of new vertices in an triangle...

Wait, make it simpler, for each new triangle created it creates another one linking the two new vertices to the center vertex (yes it must be convex).