DISCLAIMER #1: Code presented here is pseudocode that does NOT necessarily reflect production Limit Theory code.
DISCLAIMER #2: This tutorial assumes you have at least basic knowledge of 3D geometry and related math.
Sometimes, we want to add detail to a mesh without changing its shape. We may need to break up polygons with lots of verticies into triangles, a necessary step before handing it to the renderer; or prepare a mesh for a warp like stellation or extrusion to ensure that it’ll have lots of small details. This is where tessellation and triangulation come in handy! The algorithms I’m going to be showing in this tutorial break up the polys that make up a mesh without changing the shape of the mesh.
Continue reading Simple Mesh Tessellation & Triangulation Tutorial