However, there’s a part I found strange - maybe I don’t understand if fully (math/vocabulary wise). In “Section 2.X.2.1, Triangle Tessellation” there is a part about how the vertices for inner triangles are created. Specifically:
Ah, I’ve somehow overlooked the part where it says that this is for “equilateral triangles”… which is even more disturbing since then I cannot find a general description/algorithm in this text. Well I’ll have the chance to test on different cards soon, so I’ll see how much they differ… I hope that it’s not too much
Hmm, thinking about it a bit more I think that the described algorithm should suffice anyway, as it should be possible to apply the same barycentric coordinates to any triangle then?
I think there is a mistake in the description… :-S
The right algorithm should be :
“the inner triangle corner is produced at the intersection of two lines extended parallel to the corner’s two adjacent edges…”
Otherwise as you point obtuse triangles can cause problems.
Same mistake in the openGl 4.0 specification (page 104).