I’m actually programming a game in Unity Free.
It’s very hard as I don’t have any money to buy ready to use assets, scripts, …
So I decided to program my own delaunay triangulator.
It was a very hard work but I managed to get it work.
I’m still busy cause I will add a ruppert refinement to it.
But here I show you the results on 2 countries I made from Lat/Lon coordinates. (I didn’t made any transformation to Lat/Lon so it’s not yet the best result)
that’s why I’m still busy programming a ruppert refinement to add more points so I can have triangles with good angles.
But i’m already happy it works with a random set of points (not so random as they are country borders lol )
And the running time is good too because every triangle has the index of the 3 childs so I can propagate the delaunay check very easily.
I googled ‘Rupert refinement’ since you mentioned it, and the wikipedia article did mention ‘mesh quality’: “A triangle is considered poor-quality if it has a circumradius to shortest edge ratio larger than some prescribed threshold.”
The reason I ask is because I will need to do something similar to this for my project soon. But I don’t see why I should care about ‘quality’ since I will only be using the mesh to texture. What am I missing?
the mesh quality is only important for some purpose. By example, I need to have good triangles to have my mesh correctly set around a sphere.
If you only need a static mesh for texturing, you might try with poor quality triangles.
Take a look at this picture and you will understand why mesh quality might be important in some cases
Sentence from a site about quality mesh : Good mesh is the mesh that serves your project objectives. So, as long as your results are: 1) physical; and 2) accurate enough for your project, your mesh is sufficiently good.