How I would have to proceed to render a Delaunay 3D triangulation ? I’m getting glitches in the edges… and its normal given that there are four facets colliding there, so four values of normals around the edge. I need a triangulation because I’m working in a cristal look with transparency and inner facets so convex hull is not enough.
My actual attempt is:
A. Sort the triangles in camera axis:
- far half of the convex hull triangles
- finite not convex hull triangles sorted in camera axis. Only even (every triangle is ‘duplicated’ because there are always two cells colliding)
- near half of the convex hull triangles
B. Use Doubles instead of Floats
Thanks in advance!!!