tessellation blows heap ...

hi all,

I don’t have much experience with the OGL tessellator, but does anyone have a rule of thumb on how it should scale with input geometry? I’m putting in some pretty large polygons and it just keeps growing on the heap, over 512mib … is this expected? My polygons have ~8 contours each, with perimeter < 2000px each. Edge counts are ~1000 per contour.

The offending object is the “GLUhalfedge” (approximate name … I can’t remember the exact name), which consumes most of the space.

Has anyone had problems with tessellating a complex polygon?

I’m using a work-around that is to break up the polygon into pieces, but this isn’t optimal (just more computation time). I’d like to get feedback from more experienced people … I feel the amount of memory being used is way too much … that is, I think I’m missing something.

My goal is to tessellate in 32mb of heap … is that reasonable?

btw I’d appreciate any pointers to good 2d tessellators … I am familiar delaunay triangulation and trimming out interiors … what does OGL use? thanks!

I just wanted to follow up that my input geometry had a discontinuity (a “hole” in one contour). When the discontinuity is removed, the OGL tessellator finishes in a reasonable time and space. arg!! sorry everyone … bad data.