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    sonyafterdark Posts: 0, Reputation: 1
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    Jan 21, 2005, 02:58 AM
    multiple polygons to 1 plane intersection
    We are given n points in 3D space. N is >= (greater than or equal to) 4.
    It cannot be less than this.
    With these n points a maximum of only (n-4)*2+n triangular polygons may be created (NOT COMBINATIONS OF N TAKEN EVERY 3 which is the real maximum!! ).
    Fewer may be created, but no more.
    No triangle has coliniar points or identical tips.
    No 2 triangles may share more than one edge (no 2 triangles may have more than two identical tips).
    Correspondingly, a maximum of (n-4)*2+n+2 lines may be created.
    Same as with polys. fewer may be created, but no more are allowed.
    As you can see, the more triangles that share an edge, the greater the lines to points and polys. To points ratios.
    The actual problem is: by using ONE!! Plane to intersect however many polygons possible, in whatever way possible, what is the MAXIMUM possible number of line segments (triangle edges) that can be intersected by this one plane?
    I have challenged thee! Yee bright minds of the world, can you please help me? I don't think I can solve this myself. 10x
    Further contact at [email protected].

    Here follows the cause of my predicament:

    I am developing my own 3D engine. One of the keys to optimising for performance is organising 3D objects into spatial polygons and the polygons (triangular) thmeselves into sets of three polyedges each polygon edge being a set of 2 indexes to a couple of vertexes (spatial points) which are the actual tips of the respective polyedge. The vertexes themselves are sets of 3 real variables stored in a 3 by n (n = total chosen number of vertexes in scene) array. Each polygon in turn is a set of 3 indexes to its respective polyedges which are also stored in an array but of integer type which is 2 by L (L = total chosen/possible number of polygon edges in scene).
    Finally, all the polygons are locations in another array of integer type which is 3 by p (p = total chosen/possible number of vertex). As such, each location in the polygon array references three locations in the poly edge array which references 2 locations (per each of its own) in the final, vertex array of reals.
    This ensures no redundant computations are done when wither rotating, clipping or displaying the scene. The problem is what do I do when I need to Z-clip some polygons? Make another arrays, of course. But how long should it be?

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